Struct three_d::renderer::material::PositionMaterial
source · pub struct PositionMaterial {
pub render_states: RenderStates,
}
Expand description
Render the object with colors that reflect its position which primarily is used for debug purposes. The x coordinate maps to the red channel, y to green and z to blue.
Fields§
§render_states: RenderStates
Render states.
Trait Implementations§
source§impl Clone for PositionMaterial
impl Clone for PositionMaterial
source§fn clone(&self) -> PositionMaterial
fn clone(&self) -> PositionMaterial
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Default for PositionMaterial
impl Default for PositionMaterial
source§fn default() -> PositionMaterial
fn default() -> PositionMaterial
Returns the “default value” for a type. Read more
source§impl FromCpuMaterial for PositionMaterial
impl FromCpuMaterial for PositionMaterial
source§fn from_cpu_material(_context: &Context, _cpu_material: &CpuMaterial) -> Self
fn from_cpu_material(_context: &Context, _cpu_material: &CpuMaterial) -> Self
Creates a new material that can be used for rendering from a CpuMaterial.
source§impl Material for PositionMaterial
impl Material for PositionMaterial
source§fn id(&self) -> u16
fn id(&self) -> u16
Returns a unique ID for each variation of the shader source returned from Material::fragment_shader_source. Read more
source§fn fragment_shader_source(&self, _lights: &[&dyn Light]) -> String
fn fragment_shader_source(&self, _lights: &[&dyn Light]) -> String
Returns the fragment shader source for this material.
source§fn fragment_attributes(&self) -> FragmentAttributes
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.
source§fn use_uniforms(
&self,
_program: &Program,
_camera: &Camera,
_lights: &[&dyn Light]
)
fn use_uniforms( &self, _program: &Program, _camera: &Camera, _lights: &[&dyn Light] )
Sends the uniform data needed for this material to the fragment shader.
source§fn render_states(&self) -> RenderStates
fn render_states(&self) -> RenderStates
Returns the render states needed to render with this material.
source§fn material_type(&self) -> MaterialType
fn material_type(&self) -> MaterialType
Returns the type of material.
Auto Trait Implementations§
impl RefUnwindSafe for PositionMaterial
impl Send for PositionMaterial
impl Sync for PositionMaterial
impl Unpin for PositionMaterial
impl UnwindSafe for PositionMaterial
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more