Struct Material

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pub struct Material {
Show 19 fields pub name: String, pub color: [f32; 3], pub albedo: Option<Texture>, pub transparency: f32, pub normal: Option<Texture>, pub normal_strength: f32, pub roughness: Option<Texture>, pub roughness_strength: f32, pub metallic: Option<Texture>, pub metallic_strength: f32, pub emissive: Option<Texture>, pub emissive_strength: f32, pub shader: Shader, pub display: Display<WindowSurface>, pub program: Program, pub time: f32, pub matrix: [[f32; 4]; 4], pub render_transparent: bool, pub uuid: Uuid, /* private fields */
}

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§name: String§color: [f32; 3]§albedo: Option<Texture>§transparency: f32§normal: Option<Texture>§normal_strength: f32§roughness: Option<Texture>§roughness_strength: f32§metallic: Option<Texture>§metallic_strength: f32§emissive: Option<Texture>§emissive_strength: f32§shader: Shader§display: Display<WindowSurface>§program: Program§time: f32§matrix: [[f32; 4]; 4]§render_transparent: bool§uuid: Uuid

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impl Material

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pub fn default(shader: Shader, display: &Display<WindowSurface>) -> Self

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pub fn from_serializer( serializer: MaterialSerializer, display: &Display<WindowSurface>, ) -> Self

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pub fn to_serializer(&self) -> MaterialSerializer

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pub fn new( shader: Shader, display: Display<WindowSurface>, color: Option<[f32; 3]>, albedo: Option<Texture>, normal: Option<Texture>, normal_strength: Option<f32>, roughness: Option<Texture>, roughness_strength: Option<f32>, metallic: Option<Texture>, metallic_strength: Option<f32>, emissive: Option<Texture>, emissive_strength: Option<f32>, ) -> Self

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pub fn set_name(&mut self, name: &str)

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pub fn set_transparency(&mut self, transparent: bool)

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pub fn set_emissive(&mut self, emissive: Texture)

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pub fn set_emissive_strength(&mut self, emissive_strength: f32)

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pub fn set_color(&mut self, color: [f32; 3])

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pub fn set_shader(&mut self, shader: Shader)

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pub fn set_albedo(&mut self, albedo: Texture)

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pub fn set_normal(&mut self, normal: Texture)

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pub fn set_transparency_strength(&mut self, transparency: f32)

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pub fn set_normal_strength(&mut self, normal_strength: f32)

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pub fn set_roughness(&mut self, roughness: Texture)

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pub fn set_roughness_strength(&mut self, roughness_strength: f32)

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pub fn set_metallic(&mut self, metallic: Texture)

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pub fn set_metallic_strength(&mut self, metallic_strength: f32)

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pub fn set_texture_from_file(&mut self, path: &str, texture_type: TextureType)

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pub fn set_texture_from_resource( &mut self, data: &[u8], texture_type: TextureType, )

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pub fn set_texture(&mut self, texture: Texture, texture_type: TextureType)

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pub fn lit_pbr(display: Display<WindowSurface>, transparency: bool) -> Self

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pub fn unlit(display: Display<WindowSurface>, transparency: bool) -> Self

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pub fn get_uniforms<'a>( &'a self, lights: &Vec<Light>, ambient_light: Option<Light>, camera: Option<Camera>, _bone_transforms: &'a UniformBuffer<BoneTransforms>, _has_skeleton: bool, skybox: &'a Texture, ) -> impl Uniforms + 'a

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pub fn update(&mut self)

Trait Implementations§

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impl Clone for Material

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fn clone(&self) -> Self

Returns a duplicate 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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Immutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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