Struct three_d::MeshProgram[][src]

pub struct MeshProgram { /* fields omitted */ }

A shader program used for rendering one or more instances of a Mesh. It has a fixed vertex shader and customizable fragment shader for custom lighting. Use this in combination with render.

Implementations

impl MeshProgram[src]

pub fn new(
    context: &Context,
    fragment_shader_source: &str
) -> Result<Self, Error>
[src]

Constructs a new shader program for rendering meshes. The fragment shader can use the fragments position by adding in vec3 pos;, its normal by in vec3 nor;, its uv coordinates by in vec2 uvs; and its per vertex color by in vec4 col; to the shader source code.

Methods from Deref<Target = Program>

pub fn use_uniform_int(&self, name: &str, data: &i32) -> Result<(), Error>[src]

pub fn use_uniform_float(&self, name: &str, data: &f32) -> Result<(), Error>[src]

pub fn use_uniform_vec2(&self, name: &str, data: &Vec2) -> Result<(), Error>[src]

pub fn use_uniform_vec3(&self, name: &str, data: &Vec3) -> Result<(), Error>[src]

pub fn use_uniform_vec4(&self, name: &str, data: &Vec4) -> Result<(), Error>[src]

pub fn use_uniform_mat2(&self, name: &str, data: &Mat2) -> Result<(), Error>[src]

pub fn use_uniform_mat3(&self, name: &str, data: &Mat3) -> Result<(), Error>[src]

pub fn use_uniform_mat4(&self, name: &str, data: &Mat4) -> Result<(), Error>[src]

pub fn use_texture(
    &self,
    texture: &dyn Texture,
    texture_name: &str
) -> Result<(), Error>
[src]

pub fn use_uniform_block(&self, buffer: &UniformBuffer, block_name: &str)[src]

pub fn use_attribute(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str
) -> Result<(), Error>
[src]

pub fn use_attribute_divisor(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str,
    divisor: usize
) -> Result<(), Error>
[src]

pub fn use_attribute_vec2(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str
) -> Result<(), Error>
[src]

pub fn use_attribute_vec2_divisor(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str,
    divisor: usize
) -> Result<(), Error>
[src]

pub fn use_attribute_vec3(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str
) -> Result<(), Error>
[src]

pub fn use_attribute_vec3_divisor(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str,
    divisor: usize
) -> Result<(), Error>
[src]

pub fn use_attribute_vec4(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str
) -> Result<(), Error>
[src]

pub fn use_attribute_vec4_divisor(
    &self,
    buffer: &VertexBuffer,
    attribute_name: &str,
    divisor: usize
) -> Result<(), Error>
[src]

pub fn draw_arrays(
    &self,
    render_states: RenderStates,
    viewport: Viewport,
    count: u32
)
[src]

pub fn draw_arrays_instanced(
    &self,
    render_states: RenderStates,
    viewport: Viewport,
    count: u32,
    instance_count: u32
)
[src]

pub fn draw_elements(
    &self,
    render_states: RenderStates,
    viewport: Viewport,
    element_buffer: &ElementBuffer
)
[src]

pub fn draw_subset_of_elements(
    &self,
    render_states: RenderStates,
    viewport: Viewport,
    element_buffer: &ElementBuffer,
    first: u32,
    count: u32
)
[src]

pub fn draw_elements_instanced(
    &self,
    render_states: RenderStates,
    viewport: Viewport,
    element_buffer: &ElementBuffer,
    count: u32
)
[src]

Trait Implementations

impl Deref for MeshProgram[src]

type Target = Program

The resulting type after dereferencing.

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.