pub struct DefaultMatBuilder {
pub color: [f32; 3],
pub albedo: AssetHandle,
pub metallic: f32,
pub metallic_map: AssetHandle,
pub roughness: f32,
pub roughness_map: AssetHandle,
pub normal: f32,
pub normal_map: AssetHandle,
}
Fields§
§color: [f32; 3]
§albedo: AssetHandle
§metallic: f32
§metallic_map: AssetHandle
§roughness: f32
§roughness_map: AssetHandle
§normal: f32
§normal_map: AssetHandle
Implementations§
source§impl DefaultMatBuilder
impl DefaultMatBuilder
pub fn new() -> Self
pub fn color(self, value: impl Into<[f32; 3]>) -> Self
sourcepub fn albedo(self, handle: AssetHandle) -> Self
pub fn albedo(self, handle: AssetHandle) -> Self
Examples found in repository?
examples/serde.rs (line 44)
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fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 47)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
sourcepub fn metallic(self, value: f32) -> Self
pub fn metallic(self, value: f32) -> Self
Examples found in repository?
examples/serde.rs (line 45)
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fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 48)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
pub fn metallic_map(self, handle: AssetHandle) -> Self
sourcepub fn roughness(self, value: f32) -> Self
pub fn roughness(self, value: f32) -> Self
Examples found in repository?
examples/serde.rs (line 46)
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fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 49)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
pub fn roughness_map(self, handle: AssetHandle) -> Self
pub fn normal(self, value: f32) -> Self
pub fn normal_map(self, handle: AssetHandle) -> Self
sourcepub fn build(self) -> DefaultMat
pub fn build(self) -> DefaultMat
Examples found in repository?
examples/serde.rs (line 47)
33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 50)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
Auto Trait Implementations§
impl RefUnwindSafe for DefaultMatBuilder
impl Send for DefaultMatBuilder
impl Sync for DefaultMatBuilder
impl Unpin for DefaultMatBuilder
impl UnwindSafe for DefaultMatBuilder
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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
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(where Trait: Downcast
) to &Any
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’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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. This is needed since Rust cannot
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’s.source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> Pointable for T
impl<T> Pointable for T
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.