pub struct IsosurfaceMaterial {
    pub voxels: Arc<Texture3D>,
    pub threshold: f32,
    pub color: Srgba,
    pub metallic: f32,
    pub roughness: f32,
    pub size: Vec3,
    pub lighting_model: LightingModel,
}
Expand description

A material that renders the isosurface defined by the voxel data in the IsosurfaceMaterial::voxels and the IsosurfaceMaterial::threshold. The surface is defined by all the points in the volume where the red channel of the voxel data is equal to the threshold. This material should be applied to a cube with center in origo, for example CpuMesh::cube.

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§voxels: Arc<Texture3D>

The voxel data that defines the isosurface.

§threshold: f32

Threshold (in the range [0..1]) that defines the surface in the voxel data.

§color: Srgba

Base surface color.

§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.

§size: Vec3

The size of the cube that is used to render the voxel data. The texture is scaled to fill the entire cube.

§lighting_model: LightingModel

The lighting model used when rendering this material

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impl Clone for IsosurfaceMaterial

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fn clone(&self) -> IsosurfaceMaterial

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 FromCpuVoxelGrid for IsosurfaceMaterial

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fn from_cpu_voxel_grid(context: &Context, cpu_voxel_grid: &CpuVoxelGrid) -> Self

Creates a new material that can be used for rendering from a CpuVoxelGrid.
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impl Material for IsosurfaceMaterial

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fn id(&self) -> u16

Returns a unique ID for each variation of the shader source returned from Material::fragment_shader_source. Read more
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fn fragment_shader_source(&self, lights: &[&dyn Light]) -> String

Returns the fragment shader source for this material.
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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 material.
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fn use_uniforms( &self, program: &Program, camera: &Camera, lights: &[&dyn Light] )

Sends the uniform data needed for this material to the fragment shader.
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fn render_states(&self) -> RenderStates

Returns the render states needed to render with this material.
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fn material_type(&self) -> MaterialType

Returns the type of material.

Auto Trait Implementations§

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.