pub struct ShaderProperty {
pub name: ImmutableString,
pub kind: ShaderPropertyKind,
}Expand description
A uniform value that is supplied to a shader by a material.
Fields§
§name: ImmutableStringThe name of the value in the shader and when editing the value in the material.
kind: ShaderPropertyKindThe property’s data type and default value.
Implementations§
Source§impl ShaderProperty
impl ShaderProperty
Sourcepub fn new(
name: impl Into<ImmutableString>,
kind: ShaderPropertyKind,
) -> ShaderProperty
pub fn new( name: impl Into<ImmutableString>, kind: ShaderPropertyKind, ) -> ShaderProperty
Create a property with the given name and value.
Sourcepub fn new_matrix2(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_matrix2(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the 2x2 identity matrix as its value.
Sourcepub fn new_matrix3(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_matrix3(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the 3x3 identity matrix as its value.
Sourcepub fn new_matrix4(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_matrix4(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the 4x4 identity matrix as its value.
Sourcepub fn new_vector2(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_vector2(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the vector (0,0) as its value.
Sourcepub fn new_vector3(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_vector3(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the vector (0,0,0) as its value.
Sourcepub fn new_vector4(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_vector4(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the vector (0,0,0,0) as its value.
Sourcepub fn new_float(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_float(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the float 0.0 as its value.
Sourcepub fn new_bool(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_bool(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with false as its value.
Sourcepub fn new_int(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_int(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with the integer 0 as its value.
Sourcepub fn new_color(name: impl Into<ImmutableString>) -> ShaderProperty
pub fn new_color(name: impl Into<ImmutableString>) -> ShaderProperty
Create a property with white as its value.
Sourcepub fn new_mat4_f32_array(
name: impl Into<ImmutableString>,
max_len: usize,
) -> ShaderProperty
pub fn new_mat4_f32_array( name: impl Into<ImmutableString>, max_len: usize, ) -> ShaderProperty
Create a property with an empty list of 4x4 matrices and the given maximum length for the list.
Sourcepub fn new_f32_array(
name: impl Into<ImmutableString>,
max_len: usize,
) -> ShaderProperty
pub fn new_f32_array( name: impl Into<ImmutableString>, max_len: usize, ) -> ShaderProperty
Create a property with an empty list of floats and the given maximum length for the list.
Sourcepub fn new_vec4_f32_array(
name: impl Into<ImmutableString>,
max_len: usize,
) -> ShaderProperty
pub fn new_vec4_f32_array( name: impl Into<ImmutableString>, max_len: usize, ) -> ShaderProperty
Create a property with an empty list of vectors and the given maximum length for the list.
Sourcepub fn new_vec3_f32_array(
name: impl Into<ImmutableString>,
max_len: usize,
) -> ShaderProperty
pub fn new_vec3_f32_array( name: impl Into<ImmutableString>, max_len: usize, ) -> ShaderProperty
Create a property with an empty list of vectors and the given maximum length for the list.
Sourcepub fn new_vec2_f32_array(
name: impl Into<ImmutableString>,
max_len: usize,
) -> ShaderProperty
pub fn new_vec2_f32_array( name: impl Into<ImmutableString>, max_len: usize, ) -> ShaderProperty
Create a property with an empty list of vectors and the given maximum length for the list.
Trait Implementations§
Source§impl Clone for ShaderProperty
impl Clone for ShaderProperty
Source§fn clone(&self) -> ShaderProperty
fn clone(&self) -> ShaderProperty
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for ShaderProperty
impl Debug for ShaderProperty
Source§impl Default for ShaderProperty
impl Default for ShaderProperty
Source§fn default() -> ShaderProperty
fn default() -> ShaderProperty
Source§impl<'de> Deserialize<'de> for ShaderProperty
impl<'de> Deserialize<'de> for ShaderProperty
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<ShaderProperty, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<ShaderProperty, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl PartialEq for ShaderProperty
impl PartialEq for ShaderProperty
Source§impl Reflect for ShaderPropertywhere
ShaderProperty: 'static,
impl Reflect for ShaderPropertywhere
ShaderProperty: 'static,
fn source_path() -> &'static str
fn try_clone_box(&self) -> Option<Box<dyn Reflect>>
fn type_name(&self) -> &'static str
fn derived_types() -> &'static [TypeId]
fn query_derived_types(&self) -> &'static [TypeId]
fn doc(&self) -> &'static str
Source§fn assembly_name(&self) -> &'static str
fn assembly_name(&self) -> &'static str
#[derive(Reflect)]) to ensure that this method will return correct assembly
name. In other words - there’s no guarantee, that any implementation other than proc-macro
will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME")
as an implementation.Source§fn type_assembly_name() -> &'static str
fn type_assembly_name() -> &'static str
#[derive(Reflect)]) to ensure that this method will return correct assembly
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will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME")
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fn fields_mut(&mut self, func: &mut dyn FnMut(&mut [FieldMut<'_, '_>]))
fn into_any(self: Box<ShaderProperty>) -> Box<dyn Any>
fn set( &mut self, value: Box<dyn Reflect>, ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>
fn as_any(&self, func: &mut dyn FnMut(&(dyn Any + 'static)))
fn as_any_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Any + 'static)))
fn as_reflect(&self, func: &mut dyn FnMut(&(dyn Reflect + 'static)))
fn as_reflect_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Reflect + 'static)))
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&mut self,
field_name: &str,
value: Box<dyn Reflect>,
func: &mut dyn FnMut(Result<Box<dyn Reflect>, SetFieldError>),
)
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#[reflect(setter = ..)] or falls back to
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fn as_array_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectArray + 'static)>), )
fn as_list(&self, func: &mut dyn FnMut(Option<&(dyn ReflectList + 'static)>))
fn as_list_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectList + 'static)>), )
fn as_inheritable_variable( &self, func: &mut dyn FnMut(Option<&(dyn ReflectInheritableVariable + 'static)>), )
fn as_inheritable_variable_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectInheritableVariable + 'static)>), )
fn as_hash_map( &self, func: &mut dyn FnMut(Option<&(dyn ReflectHashMap + 'static)>), )
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fn as_handle_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHandle + 'static)>), )
Source§impl Serialize for ShaderProperty
impl Serialize for ShaderProperty
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Source§impl TypeUuidProvider for ShaderProperty
impl TypeUuidProvider for ShaderProperty
Source§impl Visit for ShaderProperty
impl Visit for ShaderProperty
Source§fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>
impl StructuralPartialEq for ShaderProperty
Auto Trait Implementations§
impl Freeze for ShaderProperty
impl RefUnwindSafe for ShaderProperty
impl Send for ShaderProperty
impl Sync for ShaderProperty
impl Unpin for ShaderProperty
impl UnwindSafe for ShaderProperty
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impl<T> AsyncTaskResult for T
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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impl<T> Downcast for Twhere
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