Struct bevy_points::material::PointsMaterial
source · pub struct PointsMaterial {
pub settings: PointsShaderSettings,
pub depth_bias: f32,
pub alpha_mode: AlphaMode,
pub use_vertex_color: bool,
pub perspective: bool,
pub circle: bool,
}
Fields§
§settings: PointsShaderSettings
§depth_bias: f32
§alpha_mode: AlphaMode
§use_vertex_color: bool
§perspective: bool
§circle: bool
Trait Implementations§
source§impl AsBindGroup for PointsMaterial
impl AsBindGroup for PointsMaterial
§type Data = PointsMaterialKey
type Data = PointsMaterialKey
Data that will be stored alongside the “prepared” bind group.
source§fn unprepared_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
Returns a vec of (binding index,
OwnedBindingResource
).
In cases where OwnedBindingResource
is not available (as for bindless texture arrays currently),
an implementor may define as_bind_group
directly. This may prevent certain features
from working correctly.source§fn bind_group_layout_entries(
render_device: &RenderDevice
) -> Vec<BindGroupLayoutEntry>
fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>
Returns a vec of bind group layout entries
source§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
Creates a bind group for
self
matching the layout defined in AsBindGroup::bind_group_layout
.source§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
Creates the bind group layout matching all bind groups returned by
AsBindGroup::as_bind_group
source§impl Clone for PointsMaterial
impl Clone for PointsMaterial
source§fn clone(&self) -> PointsMaterial
fn clone(&self) -> PointsMaterial
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 Debug for PointsMaterial
impl Debug for PointsMaterial
source§impl Default for PointsMaterial
impl Default for PointsMaterial
source§impl From<&PointsMaterial> for PointsMaterialKey
impl From<&PointsMaterial> for PointsMaterialKey
source§fn from(material: &PointsMaterial) -> Self
fn from(material: &PointsMaterial) -> Self
Converts to this type from the input type.
source§impl Material for PointsMaterial
impl Material for PointsMaterial
source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If
ShaderRef::Default
is returned, the default mesh vertex shader
will be used.source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If
ShaderRef::Default
is returned, the default mesh fragment shader
will be used.source§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
Returns this material’s
AlphaMode
. Defaults to AlphaMode::Opaque
.source§fn depth_bias(&self) -> f32
fn depth_bias(&self) -> f32
Add a bias to the view depth of the mesh which can be used to force a specific render order.
for meshes with similar depth, to avoid z-fighting.
The bias is in depth-texture units so large values may be needed to overcome small depth differences.
source§fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( _pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self> ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default
RenderPipelineDescriptor
for a specific entity using the entity’s
MaterialPipelineKey
and MeshVertexBufferLayout
as input.source§fn opaque_render_method(&self) -> OpaqueRendererMethod
fn opaque_render_method(&self) -> OpaqueRendererMethod
Returns if this material should be rendered by the deferred or forward renderer.
for
AlphaMode::Opaque
or AlphaMode::Mask
materials.
If OpaqueRendererMethod::Auto
, it will default to what is selected in the DefaultOpaqueRendererMethod
resource.source§fn reads_view_transmission_texture(&self) -> bool
fn reads_view_transmission_texture(&self) -> bool
Returns whether the material would like to read from
ViewTransmissionTexture
. Read moresource§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
Returns this material’s prepass vertex shader. If
ShaderRef::Default
is returned, the default prepass vertex shader
will be used. Read moresource§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If
ShaderRef::Default
is returned, the default prepass fragment shader
will be used. Read moresource§fn deferred_vertex_shader() -> ShaderRef
fn deferred_vertex_shader() -> ShaderRef
Returns this material’s deferred vertex shader. If
ShaderRef::Default
is returned, the default deferred vertex shader
will be used.source§fn deferred_fragment_shader() -> ShaderRef
fn deferred_fragment_shader() -> ShaderRef
Returns this material’s deferred fragment shader. If
ShaderRef::Default
is returned, the default deferred fragment shader
will be used.source§impl TypePath for PointsMaterial
impl TypePath for PointsMaterial
source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl VisitAssetDependencies for PointsMaterial
impl VisitAssetDependencies for PointsMaterial
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for PointsMaterial
impl Copy for PointsMaterial
Auto Trait Implementations§
impl Freeze for PointsMaterial
impl RefUnwindSafe for PointsMaterial
impl Send for PointsMaterial
impl Sync for PointsMaterial
impl Unpin for PointsMaterial
impl UnwindSafe for PointsMaterial
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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.source§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§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.source§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> DowncastSync for T
impl<T> DowncastSync for T
source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
See
TypePath::type_path
.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
See
TypePath::type_ident
.source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
See
TypePath::crate_name
.source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
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
.