MaterialBuilder

Struct MaterialBuilder 

Source
pub struct MaterialBuilder<T> { /* private fields */ }
Expand description

A builder struct used to create Materials

Implementations§

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impl<T> MaterialBuilder<T>

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pub fn new() -> Self

Creates a new MaterialBuilder, that contains no texture, custom shaders, or uniforms

Examples found in repository?
examples/debug_triangle.rs (line 15)
9fn main() {
10    let mut engine = EngineBuilder::new()
11        .with_resolution((400, 400))
12        .build()
13        .unwrap();
14
15    let material = MaterialBuilder::new().build(&mut engine);
16
17    let pos = DebugTriangle { material };
18
19    engine.run(pos);
20}
More examples
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examples/rectangles.rs (line 17)
12fn main() {
13    let mut engine = EngineBuilder::new().build().unwrap();
14
15    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
16
17    let texture_material = MaterialBuilder::new()
18        .add_texture(texture)
19        .build(&mut engine);
20    let regular_material = MaterialBuilder::new().build(&mut engine);
21
22    let pos = Position {
23        pos: vec2! { 0.0 },
24        regular_material,
25        texture_material,
26        state: false,
27    };
28
29    engine.run(pos);
30}
examples/camera.rs (line 18)
13fn main() {
14    let mut engine = EngineBuilder::new().build().unwrap();
15
16    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
17
18    let material = MaterialBuilder::new()
19        .add_texture(texture)
20        .build(&mut engine);
21
22    let camera = Camera::default();
23
24    let text = TextMaterial::new(
25        "Mouse pos: 0,0 \n Mouse pos: 0, 0",
26        Colour::WHITE,
27        15.0,
28        20.0,
29    );
30
31    let game = CameraExample {
32        material,
33        text,
34        camera,
35    };
36
37    engine.run(game);
38}
examples/texture.rs (line 21)
12fn main() {
13    let mut engine = EngineBuilder::new()
14        .set_window_title("Testing Triangle")
15        .with_resolution((400, 400))
16        .build()
17        .unwrap();
18
19    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
20
21    let texture = MaterialBuilder::new()
22        .add_texture(texture)
23        .build(&mut engine);
24    let defualt = MaterialBuilder::new().build(&mut engine);
25
26    let s = TextureExample {
27        current: texture,
28        other: defualt,
29        pos: vec2! { 0.0 },
30    };
31
32    engine.run(s);
33}
examples/ngon.rs (line 39)
16fn main() {
17    let mut engine = EngineBuilder::new()
18        .with_resolution((500, 500))
19        .remove_vsync()
20        .build()
21        .unwrap();
22
23    let data = Time {
24        time: 0.0,
25        _pading: 0.0,
26        _padding2: 0.0,
27        _padding4: 0.0,
28    };
29
30    let uniform_data = UniformData::new(&data);
31
32    let mouse_shader = Shader::new(
33        "examples/sinewaves.wgsl",
34        ShaderOptions::with_uniform_data(&uniform_data),
35        &mut engine,
36        LoadingOp::Blocking,
37    );
38
39    let regular_material = MaterialBuilder::new()
40        .set_shader(mouse_shader)
41        .build(&mut engine);
42
43    let pos = Position {
44        regular_material,
45        time: data,
46    };
47
48    engine.run(pos);
49}
examples/shader.rs (line 43)
15fn main() {
16    let mut engine = EngineBuilder::new().build().unwrap();
17
18    let data = MousePos {
19        x: 0.0,
20        y: 0.0,
21        _junk: 0.0,
22        _padding2: 0.0,
23    };
24
25    let mouse_uniform_data = UniformData::new(&data);
26    let mouse_shader = Shader::new(
27        "examples/mouse.wgsl",
28        ShaderOptions::with_uniform_data(&mouse_uniform_data),
29        &mut engine,
30        LoadingOp::Blocking,
31    );
32
33    // On wasm we need this to be 16 bytes aligned so we have added this instead of
34    // a 0.0_f32
35    let circle_uniform_data = UniformData::new(&data);
36    let circle_shader = Shader::new(
37        "examples/movement.wgsl",
38        ShaderOptions::with_uniform_data(&circle_uniform_data),
39        &mut engine,
40        LoadingOp::Blocking,
41    );
42
43    let mouse_material = MaterialBuilder::new()
44        .set_shader(mouse_shader)
45        .build(&mut engine);
46
47    let circle_material = MaterialBuilder::new()
48        .set_shader(circle_shader)
49        .build(&mut engine);
50
51    let defualt_material = MaterialBuilder::new().build(&mut engine);
52
53    let game = ShaderExample {
54        data,
55        mouse_material,
56        circle_material,
57        defualt_material,
58        theta: data,
59    };
60
61    engine.run(game);
62}
Source

pub fn add_texture(self, texture: ResourceId<Texture>) -> Self

Adds a Texture to the Material

Examples found in repository?
examples/rectangles.rs (line 18)
12fn main() {
13    let mut engine = EngineBuilder::new().build().unwrap();
14
15    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
16
17    let texture_material = MaterialBuilder::new()
18        .add_texture(texture)
19        .build(&mut engine);
20    let regular_material = MaterialBuilder::new().build(&mut engine);
21
22    let pos = Position {
23        pos: vec2! { 0.0 },
24        regular_material,
25        texture_material,
26        state: false,
27    };
28
29    engine.run(pos);
30}
More examples
Hide additional examples
examples/camera.rs (line 19)
13fn main() {
14    let mut engine = EngineBuilder::new().build().unwrap();
15
16    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
17
18    let material = MaterialBuilder::new()
19        .add_texture(texture)
20        .build(&mut engine);
21
22    let camera = Camera::default();
23
24    let text = TextMaterial::new(
25        "Mouse pos: 0,0 \n Mouse pos: 0, 0",
26        Colour::WHITE,
27        15.0,
28        20.0,
29    );
30
31    let game = CameraExample {
32        material,
33        text,
34        camera,
35    };
36
37    engine.run(game);
38}
examples/texture.rs (line 22)
12fn main() {
13    let mut engine = EngineBuilder::new()
14        .set_window_title("Testing Triangle")
15        .with_resolution((400, 400))
16        .build()
17        .unwrap();
18
19    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
20
21    let texture = MaterialBuilder::new()
22        .add_texture(texture)
23        .build(&mut engine);
24    let defualt = MaterialBuilder::new().build(&mut engine);
25
26    let s = TextureExample {
27        current: texture,
28        other: defualt,
29        pos: vec2! { 0.0 },
30    };
31
32    engine.run(s);
33}
Source

pub fn set_shader(self, shader: ResourceId<Shader>) -> Self

Sets the shader for the Material

Examples found in repository?
examples/ngon.rs (line 40)
16fn main() {
17    let mut engine = EngineBuilder::new()
18        .with_resolution((500, 500))
19        .remove_vsync()
20        .build()
21        .unwrap();
22
23    let data = Time {
24        time: 0.0,
25        _pading: 0.0,
26        _padding2: 0.0,
27        _padding4: 0.0,
28    };
29
30    let uniform_data = UniformData::new(&data);
31
32    let mouse_shader = Shader::new(
33        "examples/sinewaves.wgsl",
34        ShaderOptions::with_uniform_data(&uniform_data),
35        &mut engine,
36        LoadingOp::Blocking,
37    );
38
39    let regular_material = MaterialBuilder::new()
40        .set_shader(mouse_shader)
41        .build(&mut engine);
42
43    let pos = Position {
44        regular_material,
45        time: data,
46    };
47
48    engine.run(pos);
49}
More examples
Hide additional examples
examples/shader.rs (line 44)
15fn main() {
16    let mut engine = EngineBuilder::new().build().unwrap();
17
18    let data = MousePos {
19        x: 0.0,
20        y: 0.0,
21        _junk: 0.0,
22        _padding2: 0.0,
23    };
24
25    let mouse_uniform_data = UniformData::new(&data);
26    let mouse_shader = Shader::new(
27        "examples/mouse.wgsl",
28        ShaderOptions::with_uniform_data(&mouse_uniform_data),
29        &mut engine,
30        LoadingOp::Blocking,
31    );
32
33    // On wasm we need this to be 16 bytes aligned so we have added this instead of
34    // a 0.0_f32
35    let circle_uniform_data = UniformData::new(&data);
36    let circle_shader = Shader::new(
37        "examples/movement.wgsl",
38        ShaderOptions::with_uniform_data(&circle_uniform_data),
39        &mut engine,
40        LoadingOp::Blocking,
41    );
42
43    let mouse_material = MaterialBuilder::new()
44        .set_shader(mouse_shader)
45        .build(&mut engine);
46
47    let circle_material = MaterialBuilder::new()
48        .set_shader(circle_shader)
49        .build(&mut engine);
50
51    let defualt_material = MaterialBuilder::new().build(&mut engine);
52
53    let game = ShaderExample {
54        data,
55        mouse_material,
56        circle_material,
57        defualt_material,
58        theta: data,
59    };
60
61    engine.run(game);
62}
examples/lightmap.rs (line 43)
15fn main() {
16    let mut engine = EngineBuilder::new()
17        .set_window_title("Lightmap")
18        .with_resolution((800, 800))
19        .build()
20        .unwrap();
21
22    let uniform_texture = UniformTexture::new(&engine, engine.get_window_size());
23
24    let light = Light {
25        colour: Colour::ORANGE,
26        pos_x: 0.0,
27        pos_y: 0.0,
28        brightness: 0.75,
29        aspect_ratio: 1.0,
30    };
31
32    let light_data = UniformData::new(&light);
33
34    let shader_options = ShaderOptions::with_all(&light_data, &uniform_texture);
35    let light_shader = Shader::new(
36        "examples/light.wgsl",
37        shader_options,
38        &mut engine,
39        LoadingOp::Blocking,
40    );
41
42    let material = MaterialBuilder::new()
43        .set_shader(light_shader)
44        .build(&mut engine);
45
46    let ocluder_material = MaterialBuilder::new().build(&mut engine);
47
48    let rectangles = vec![
49        Rectangle::new(Vec2 { x: 120.0, y: 20.0 }, Vec2 { x: 50.0, y: 50.0 }),
50        Rectangle::new(Vec2 { x: 270.0, y: 70.0 }, Vec2 { x: 50.0, y: 50.0 }),
51        Rectangle::new(Vec2 { x: 130.0, y: 280.0 }, Vec2 { x: 50.0, y: 50.0 }),
52        Rectangle::new(Vec2 { x: 220.0, y: 300.0 }, Vec2 { x: 50.0, y: 50.0 }),
53        Rectangle::new(Vec2 { x: 350.0, y: 350.0 }, Vec2 { x: 100.0, y: 100.0 }),
54    ];
55
56    let s = TextureExample {
57        material,
58        ocluder_material,
59        light,
60        uniform_texture,
61        rectangles,
62        mouse_pos: ZEROS,
63    };
64
65    engine.run(s);
66}
Source

pub fn add_uniform_data<H: ShaderType + WriteInto>( self, _data: &UniformData<H>, ) -> MaterialBuilder<H>

This is used to set the type of data used for the materials Uniform ensuring type saftey across the GPU

Source

pub fn build(self, engine_handle: &mut Engine) -> Material<T>

Turns the builder into a Material

Examples found in repository?
examples/debug_triangle.rs (line 15)
9fn main() {
10    let mut engine = EngineBuilder::new()
11        .with_resolution((400, 400))
12        .build()
13        .unwrap();
14
15    let material = MaterialBuilder::new().build(&mut engine);
16
17    let pos = DebugTriangle { material };
18
19    engine.run(pos);
20}
More examples
Hide additional examples
examples/rectangles.rs (line 19)
12fn main() {
13    let mut engine = EngineBuilder::new().build().unwrap();
14
15    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
16
17    let texture_material = MaterialBuilder::new()
18        .add_texture(texture)
19        .build(&mut engine);
20    let regular_material = MaterialBuilder::new().build(&mut engine);
21
22    let pos = Position {
23        pos: vec2! { 0.0 },
24        regular_material,
25        texture_material,
26        state: false,
27    };
28
29    engine.run(pos);
30}
examples/camera.rs (line 20)
13fn main() {
14    let mut engine = EngineBuilder::new().build().unwrap();
15
16    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
17
18    let material = MaterialBuilder::new()
19        .add_texture(texture)
20        .build(&mut engine);
21
22    let camera = Camera::default();
23
24    let text = TextMaterial::new(
25        "Mouse pos: 0,0 \n Mouse pos: 0, 0",
26        Colour::WHITE,
27        15.0,
28        20.0,
29    );
30
31    let game = CameraExample {
32        material,
33        text,
34        camera,
35    };
36
37    engine.run(game);
38}
examples/texture.rs (line 23)
12fn main() {
13    let mut engine = EngineBuilder::new()
14        .set_window_title("Testing Triangle")
15        .with_resolution((400, 400))
16        .build()
17        .unwrap();
18
19    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
20
21    let texture = MaterialBuilder::new()
22        .add_texture(texture)
23        .build(&mut engine);
24    let defualt = MaterialBuilder::new().build(&mut engine);
25
26    let s = TextureExample {
27        current: texture,
28        other: defualt,
29        pos: vec2! { 0.0 },
30    };
31
32    engine.run(s);
33}
examples/ngon.rs (line 41)
16fn main() {
17    let mut engine = EngineBuilder::new()
18        .with_resolution((500, 500))
19        .remove_vsync()
20        .build()
21        .unwrap();
22
23    let data = Time {
24        time: 0.0,
25        _pading: 0.0,
26        _padding2: 0.0,
27        _padding4: 0.0,
28    };
29
30    let uniform_data = UniformData::new(&data);
31
32    let mouse_shader = Shader::new(
33        "examples/sinewaves.wgsl",
34        ShaderOptions::with_uniform_data(&uniform_data),
35        &mut engine,
36        LoadingOp::Blocking,
37    );
38
39    let regular_material = MaterialBuilder::new()
40        .set_shader(mouse_shader)
41        .build(&mut engine);
42
43    let pos = Position {
44        regular_material,
45        time: data,
46    };
47
48    engine.run(pos);
49}
examples/shader.rs (line 45)
15fn main() {
16    let mut engine = EngineBuilder::new().build().unwrap();
17
18    let data = MousePos {
19        x: 0.0,
20        y: 0.0,
21        _junk: 0.0,
22        _padding2: 0.0,
23    };
24
25    let mouse_uniform_data = UniformData::new(&data);
26    let mouse_shader = Shader::new(
27        "examples/mouse.wgsl",
28        ShaderOptions::with_uniform_data(&mouse_uniform_data),
29        &mut engine,
30        LoadingOp::Blocking,
31    );
32
33    // On wasm we need this to be 16 bytes aligned so we have added this instead of
34    // a 0.0_f32
35    let circle_uniform_data = UniformData::new(&data);
36    let circle_shader = Shader::new(
37        "examples/movement.wgsl",
38        ShaderOptions::with_uniform_data(&circle_uniform_data),
39        &mut engine,
40        LoadingOp::Blocking,
41    );
42
43    let mouse_material = MaterialBuilder::new()
44        .set_shader(mouse_shader)
45        .build(&mut engine);
46
47    let circle_material = MaterialBuilder::new()
48        .set_shader(circle_shader)
49        .build(&mut engine);
50
51    let defualt_material = MaterialBuilder::new().build(&mut engine);
52
53    let game = ShaderExample {
54        data,
55        mouse_material,
56        circle_material,
57        defualt_material,
58        theta: data,
59    };
60
61    engine.run(game);
62}

Trait Implementations§

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impl<T> Default for MaterialBuilder<T>

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fn default() -> Self

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<T> Freeze for MaterialBuilder<T>

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impl<T> !RefUnwindSafe for MaterialBuilder<T>

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impl<T> Send for MaterialBuilder<T>
where T: Send,

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impl<T> Sync for MaterialBuilder<T>
where T: Sync,

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impl<T> Unpin for MaterialBuilder<T>
where T: Unpin,

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impl<T> !UnwindSafe for MaterialBuilder<T>

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where T: 'static + ?Sized,

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where T: ?Sized,

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