pub struct WaterEffect {
    pub background: Background,
    pub metallic: f32,
    pub roughness: f32,
    pub lighting_model: LightingModel,
}
Expand description

An effect that simulates a water surface and should therefore only be applied to a water surface geometry. This effect needs the rendered scene (without the water surface) in a color and depth texture to be able to add reflections and refractions.

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§background: Background

The background of the scene which is used for reflections.

§metallic: f32

A value in the range [0..1] specifying how metallic the surface is.

§roughness: f32

A value in the range [0..1] specifying how rough the surface is.

§lighting_model: LightingModel

The lighting model used when rendering this effect

Trait Implementations§

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impl Clone for WaterEffect

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fn clone(&self) -> WaterEffect

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for WaterEffect

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fn default() -> Self

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

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fn fragment_shader_source( &self, lights: &[&dyn Light], color_texture: Option<ColorTexture<'_>>, depth_texture: Option<DepthTexture<'_>> ) -> String

Returns the fragment shader source for this effect.
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fn id( &self, color_texture: Option<ColorTexture<'_>>, depth_texture: Option<DepthTexture<'_>> ) -> u16

Returns a unique ID for each variation of the shader source returned from Effect::fragment_shader_source. Read more
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fn fragment_attributes(&self) -> FragmentAttributes

Returns a FragmentAttributes struct that describes which fragment attributes, ie. the input from the vertex shader, are required for rendering with this effect.
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fn render_states(&self) -> RenderStates

Returns the render states needed to render with this effect.
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fn use_uniforms( &self, program: &Program, camera: &Camera, lights: &[&dyn Light], color_texture: Option<ColorTexture<'_>>, depth_texture: Option<DepthTexture<'_>> )

Sends the uniform data needed for this effect to the fragment shader.

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Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.