pub struct PhysicalMaterial {
Show 15 fields pub name: String, pub albedo: Srgba, pub albedo_texture: Option<Texture2DRef>, pub metallic: f32, pub roughness: f32, pub metallic_roughness_texture: Option<Texture2DRef>, pub occlusion_strength: f32, pub occlusion_texture: Option<Texture2DRef>, pub normal_scale: f32, pub normal_texture: Option<Texture2DRef>, pub render_states: RenderStates, pub is_transparent: bool, pub emissive: Srgba, pub emissive_texture: Option<Texture2DRef>, pub lighting_model: LightingModel,
}
Expand description

A physically-based material that renders a Geometry in an approximate correct physical manner based on Physically Based Rendering (PBR). This material is affected by lights.

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§name: String

Name.

§albedo: Srgba

Albedo base color, also called diffuse color.

§albedo_texture: Option<Texture2DRef>

Texture with albedo base colors, also called diffuse color. The colors are assumed to be in linear sRGB (RgbU8), linear sRGB with an alpha channel (RgbaU8) or HDR color space.

§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.

§metallic_roughness_texture: Option<Texture2DRef>

Texture containing the metallic and roughness parameters which are multiplied with the Self::metallic and Self::roughness values in the shader. The metallic values are sampled from the blue channel and the roughness from the green channel.

§occlusion_strength: f32

A scalar multiplier controlling the amount of occlusion applied from the Self::occlusion_texture. A value of 0.0 means no occlusion. A value of 1.0 means full occlusion.

§occlusion_texture: Option<Texture2DRef>

An occlusion map. Higher values indicate areas that should receive full indirect lighting and lower values indicate no indirect lighting. The occlusion values are sampled from the red channel.

§normal_scale: f32

A scalar multiplier applied to each normal vector of the Self::normal_texture.

§normal_texture: Option<Texture2DRef>

A tangent space normal map, also known as bump map.

§render_states: RenderStates

Render states.

§is_transparent: bool

Whether this material should be treated as a transparent material (An object needs to be rendered differently depending on whether it is transparent or opaque).

§emissive: Srgba

Color of light shining from an object.

§emissive_texture: Option<Texture2DRef>

Texture with color of light shining from an object. The colors are assumed to be in linear sRGB (RgbU8), linear sRGB with an alpha channel (RgbaU8) or HDR color space.

§lighting_model: LightingModel

The lighting model used when rendering this material

Implementations§

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impl PhysicalMaterial

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pub fn new(context: &Context, cpu_material: &CpuMaterial) -> Self

Constructs a new physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored. Tries to infer whether this material is transparent or opaque from the alpha value of the albedo color and the alpha values in the albedo texture. Since this is not always correct, it is preferred to use PhysicalMaterial::new_opaque or PhysicalMaterial::new_transparent.

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pub fn new_opaque(context: &Context, cpu_material: &CpuMaterial) -> Self

Constructs a new opaque physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored.

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pub fn new_transparent(context: &Context, cpu_material: &CpuMaterial) -> Self

Constructs a new transparent physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored.

Trait Implementations§

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impl Clone for PhysicalMaterial

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fn clone(&self) -> PhysicalMaterial

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 PhysicalMaterial

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl FromCpuMaterial for PhysicalMaterial

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fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> Self

Creates a new material that can be used for rendering from a CpuMaterial.
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impl Material for PhysicalMaterial

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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.

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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.