Struct bevy_pbr::GpuDirectionalLight
source · pub struct GpuDirectionalLight { /* private fields */ }
Trait Implementations§
source§impl Clone for GpuDirectionalLight
impl Clone for GpuDirectionalLight
source§fn clone(&self) -> GpuDirectionalLight
fn clone(&self) -> GpuDirectionalLight
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl CreateFrom for GpuDirectionalLightwhere
Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>,
for<'__> [GpuDirectionalCascade; 4]: CreateFrom,
for<'__> Vec4: CreateFrom,
for<'__> Vec3: CreateFrom,
for<'__> u32: CreateFrom,
for<'__> f32: CreateFrom,
impl CreateFrom for GpuDirectionalLightwhere Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>, for<'__> [GpuDirectionalCascade; 4]: CreateFrom, for<'__> Vec4: CreateFrom, for<'__> Vec3: CreateFrom, for<'__> u32: CreateFrom, for<'__> f32: CreateFrom,
fn create_from<B: BufferRef>(reader: &mut Reader<B>) -> Self
source§impl Debug for GpuDirectionalLight
impl Debug for GpuDirectionalLight
source§impl Default for GpuDirectionalLight
impl Default for GpuDirectionalLight
source§fn default() -> GpuDirectionalLight
fn default() -> GpuDirectionalLight
Returns the “default value” for a type. Read more
source§impl ReadFrom for GpuDirectionalLightwhere
Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>,
for<'__> [GpuDirectionalCascade; 4]: ReadFrom,
for<'__> Vec4: ReadFrom,
for<'__> Vec3: ReadFrom,
for<'__> u32: ReadFrom,
for<'__> f32: ReadFrom,
impl ReadFrom for GpuDirectionalLightwhere Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>, for<'__> [GpuDirectionalCascade; 4]: ReadFrom, for<'__> Vec4: ReadFrom, for<'__> Vec3: ReadFrom, for<'__> u32: ReadFrom, for<'__> f32: ReadFrom,
source§impl ShaderSize for GpuDirectionalLightwhere
[GpuDirectionalCascade; 4]: ShaderSize,
Vec4: ShaderSize,
Vec3: ShaderSize,
u32: ShaderSize,
f32: ShaderSize,
impl ShaderSize for GpuDirectionalLightwhere [GpuDirectionalCascade; 4]: ShaderSize, Vec4: ShaderSize, Vec3: ShaderSize, u32: ShaderSize, f32: ShaderSize,
§const SHADER_SIZE: NonZeroU64 = Self::METADATA.min_size().0
const SHADER_SIZE: NonZeroU64 = Self::METADATA.min_size().0
Represents WGSL Size (equivalent to [
ShaderType::min_size
])source§impl ShaderType for GpuDirectionalLightwhere
[GpuDirectionalCascade; 4]: ShaderType + ShaderSize,
Vec4: ShaderType + ShaderSize,
Vec3: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
impl ShaderType for GpuDirectionalLightwhere [GpuDirectionalCascade; 4]: ShaderType + ShaderSize, Vec4: ShaderType + ShaderSize, Vec3: ShaderType + ShaderSize, u32: ShaderType + ShaderSize, f32: ShaderType + ShaderSize,
source§fn size(&self) -> NonZeroU64
fn size(&self) -> NonZeroU64
Returns the size of
Self
at runtime Read more§fn min_size() -> NonZeroU64
fn min_size() -> NonZeroU64
§fn assert_uniform_compat()
fn assert_uniform_compat()
Asserts that
Self
meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moresource§impl WriteInto for GpuDirectionalLightwhere
Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>,
for<'__> [GpuDirectionalCascade; 4]: WriteInto,
for<'__> Vec4: WriteInto,
for<'__> Vec3: WriteInto,
for<'__> u32: WriteInto,
for<'__> f32: WriteInto,
impl WriteInto for GpuDirectionalLightwhere Self: ShaderType<ExtraMetadata = StructMetadata<{ _ }>>, for<'__> [GpuDirectionalCascade; 4]: WriteInto, for<'__> Vec4: WriteInto, for<'__> Vec3: WriteInto, for<'__> u32: WriteInto, for<'__> f32: WriteInto,
fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)
impl Copy for GpuDirectionalLight
Auto Trait Implementations§
impl RefUnwindSafe for GpuDirectionalLight
impl Send for GpuDirectionalLight
impl Sync for GpuDirectionalLight
impl Unpin for GpuDirectionalLight
impl UnwindSafe for GpuDirectionalLight
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World