Struct Shader

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pub struct Shader {
    pub name: &'static str,
    /* private fields */
}
Expand description

A program that is run on the GPU.

A Shader contains a Program, that can be bound and run on the GPU using WebGL.

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§name: &'static str

A name to refer to the shader with, and for debugging purposes.

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impl Shader

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pub fn new(gl: &GL) -> Self

Create a new Shader Program with default Vertex and Fragment shaders.

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pub fn new_with_vertex( gl: &GL, vertex_shader: WebGlShader, name: Option<&'static str>, ) -> Self

Create a new Shader with default Fragment Shader and a custom Vertex Shader.

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pub fn create_fragment(gl: &GL, source: &str) -> Result<WebGlShader, String>

Create a fragment WebGlShader.

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pub fn create_vertex(gl: &GL, source: &str) -> Result<WebGlShader, String>

Create a vertex WebGlShader.

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pub fn create_with_type( gl: &GL, shader_type: ShaderType, source: &str, ) -> Result<WebGlShader, String>

Create a new WebGlShader with a given ShaderType.

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pub fn program_with_vertex_and_fragment( gl: &GL, vertex_shader: &WebGlShader, fragment_shader: &WebGlShader, ) -> Result<WebGlProgram, String>

Create a new WebGlProgram with the given vertex and fragment shaders.

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pub fn get_uniform_location( &self, gl: &GL, name: &str, ) -> Option<WebGlUniformLocation>

Get the location of a uniform on the Shader.

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pub fn get_attrib_location(&self, gl: &GL, name: &str) -> Option<i32>

Get the location of an attribute on the Shader.

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impl Bind for Shader

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fn bind(&self, gl: &GL)

Bind the Shader

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fn unbind(&self, gl: &GL)

Optionally unbinds a struct implementing the Bind trait. This effectively resets the WebGL state.
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impl Debug for Shader

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Shader

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Display for Shader

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Drop for Shader

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

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impl Freeze for Shader

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impl RefUnwindSafe for Shader

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impl !Send for Shader

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impl !Sync for Shader

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impl Unpin for Shader

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impl UnwindSafe for Shader

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Same for T

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type Output = T

Should always be Self
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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.