Struct bevy_sprite_material::ColorMaterial
source · [−]Expand description
A 2d material that renders 2d meshes with a texture tinted by a uniform color
Fields
color: Color
texture: Option<Handle<Image>>
Trait Implementations
sourceimpl Clone for ColorMaterial
impl Clone for ColorMaterial
sourcefn clone(&self) -> ColorMaterial
fn clone(&self) -> ColorMaterial
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for ColorMaterial
impl Debug for ColorMaterial
sourceimpl Default for ColorMaterial
impl Default for ColorMaterial
sourcefn default() -> ColorMaterial
fn default() -> ColorMaterial
Returns the “default value” for a type. Read more
sourceimpl From<Color> for ColorMaterial
impl From<Color> for ColorMaterial
sourcefn from(color: Color) -> ColorMaterial
fn from(color: Color) -> ColorMaterial
Converts to this type from the input type.
sourceimpl From<Handle<Image>> for ColorMaterial
impl From<Handle<Image>> for ColorMaterial
sourcefn from(texture: Handle<Image>) -> ColorMaterial
fn from(texture: Handle<Image>) -> ColorMaterial
Converts to this type from the input type.
sourceimpl Material2d for ColorMaterial
impl Material2d for ColorMaterial
sourcefn fragment_shader(_asset_server: &AssetServer) -> Option<Handle<Shader>>
fn fragment_shader(_asset_server: &AssetServer) -> Option<Handle<Shader>>
sourcefn bind_group(
render_asset: &<ColorMaterial as RenderAsset>::PreparedAsset
) -> &BindGroup
fn bind_group(
render_asset: &<ColorMaterial as RenderAsset>::PreparedAsset
) -> &BindGroup
Returns this material’s BindGroup
. This should match the layout returned by Material2d::bind_group_layout
.
sourcefn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
Returns this material’s BindGroupLayout
. This should match the BindGroup
returned by Material2d::bind_group
.
sourcefn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
sourcefn dynamic_uniform_indices(material: &Self::PreparedAsset) -> &[u32]
fn dynamic_uniform_indices(material: &Self::PreparedAsset) -> &[u32]
sourcefn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<(), SpecializedMeshPipelineError>
Customizes the default RenderPipelineDescriptor
.
sourceimpl RenderAsset for ColorMaterial
impl RenderAsset for ColorMaterial
type ExtractedAsset = ColorMaterial
type ExtractedAsset = ColorMaterial
The representation of the the asset in the “render world”.
type PreparedAsset = GpuColorMaterial
type PreparedAsset = GpuColorMaterial
The GPU-representation of the the asset.
type Param = (Res<'static, RenderDevice>, Res<'static, Material2dPipeline<ColorMaterial>>, Res<'static, HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>>)
type Param = (Res<'static, RenderDevice>, Res<'static, Material2dPipeline<ColorMaterial>>, Res<'static, HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>>)
Specifies all ECS data required by RenderAsset::prepare_asset
.
For convenience use the lifetimeless
SystemParam
. Read more
sourcefn extract_asset(&self) -> <ColorMaterial as RenderAsset>::ExtractedAsset
fn extract_asset(&self) -> <ColorMaterial as RenderAsset>::ExtractedAsset
Converts the asset into a RenderAsset::ExtractedAsset
.
sourcefn prepare_asset(
material: <ColorMaterial as RenderAsset>::ExtractedAsset,
&mut <<<ColorMaterial as RenderAsset>::Param as SystemParam>::Fetch as SystemParamFetch<'_, '_>>::Item
) -> Result<<ColorMaterial as RenderAsset>::PreparedAsset, PrepareAssetError<<ColorMaterial as RenderAsset>::ExtractedAsset>>
fn prepare_asset(
material: <ColorMaterial as RenderAsset>::ExtractedAsset,
&mut <<<ColorMaterial as RenderAsset>::Param as SystemParam>::Fetch as SystemParamFetch<'_, '_>>::Item
) -> Result<<ColorMaterial as RenderAsset>::PreparedAsset, PrepareAssetError<<ColorMaterial as RenderAsset>::ExtractedAsset>>
Prepares the extracted asset
for the GPU by transforming it into
a RenderAsset::PreparedAsset
. Therefore ECS data may be accessed via the param
. Read more
sourceimpl TypeUuid for ColorMaterial
impl TypeUuid for ColorMaterial
Auto Trait Implementations
impl RefUnwindSafe for ColorMaterial
impl Send for ColorMaterial
impl Sync for ColorMaterial
impl Unpin for ColorMaterial
impl UnwindSafe for ColorMaterial
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
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
. Read more
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
. Read more
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. Read more
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. Read more
sourceimpl<T> FromWorld for T where
T: Default,
impl<T> FromWorld for T where
T: Default,
sourcefn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using data from the given World
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<M> SpecializedMaterial2d for M where
M: Material2d,
impl<M> SpecializedMaterial2d for M where
M: Material2d,
type Key = ()
type Key = ()
The key used to specialize this material’s RenderPipelineDescriptor
.
sourcefn key(
_render_device: &RenderDevice,
_material: &<M as RenderAsset>::PreparedAsset
) -> <M as SpecializedMaterial2d>::Key
fn key(
_render_device: &RenderDevice,
_material: &<M as RenderAsset>::PreparedAsset
) -> <M as SpecializedMaterial2d>::Key
Extract the SpecializedMaterial2d::Key
for the “prepared” version of this material. This key will be
passed in to the SpecializedMaterial2d::specialize
function when compiling the RenderPipeline
for a given entity’s material. Read more
sourcefn specialize(
_key: <M as SpecializedMaterial2d>::Key,
descriptor: &mut RenderPipelineDescriptor,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize(
_key: <M as SpecializedMaterial2d>::Key,
descriptor: &mut RenderPipelineDescriptor,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<(), SpecializedMeshPipelineError>
Specializes the given descriptor
according to the given key
.
sourcefn bind_group(material: &<M as RenderAsset>::PreparedAsset) -> &BindGroup
fn bind_group(material: &<M as RenderAsset>::PreparedAsset) -> &BindGroup
Returns this material’s BindGroup
. This should match the layout returned by SpecializedMaterial2d::bind_group_layout
.
sourcefn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
Returns this material’s BindGroupLayout
. This should match the BindGroup
returned by SpecializedMaterial2d::bind_group
.
sourcefn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
sourcefn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>>
sourcefn dynamic_uniform_indices(
material: &<M as RenderAsset>::PreparedAsset
) -> &[u32]
fn dynamic_uniform_indices(
material: &<M as RenderAsset>::PreparedAsset
) -> &[u32]
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more
impl<T> TypeData for T where
T: 'static + Send + Sync + Clone,
impl<T> TypeData for T where
T: 'static + Send + Sync + Clone,
fn clone_type_data(&self) -> Box<dyn TypeData + 'static, Global>
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
fn vzip(self) -> V
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more