Struct three_d::renderer::material::UVMaterial
source · pub struct UVMaterial {
pub render_states: RenderStates,
}
Expand description
Render the object with colors that reflect its uv coordinates which primarily is used for debug purposes. The u coordinate maps to the red channel and the v coordinate to the green channel.
Fields§
§render_states: RenderStates
Render states.
Trait Implementations§
source§impl Clone for UVMaterial
impl Clone for UVMaterial
source§fn clone(&self) -> UVMaterial
fn clone(&self) -> UVMaterial
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 UVMaterial
impl Default for UVMaterial
source§fn default() -> UVMaterial
fn default() -> UVMaterial
Returns the “default value” for a type. Read more
source§impl FromCpuMaterial for UVMaterial
impl FromCpuMaterial for UVMaterial
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 UVMaterial
impl Material for UVMaterial
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 UVMaterial
impl Send for UVMaterial
impl Sync for UVMaterial
impl Unpin for UVMaterial
impl UnwindSafe for UVMaterial
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