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PhongMaterial

Struct PhongMaterial 

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pub struct PhongMaterial {
    pub auto_sync_texture_to_uniforms: bool,
    /* private fields */
}

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§auto_sync_texture_to_uniforms: bool

When true, texture transforms are automatically flushed to uniforms.

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impl PhongMaterial

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pub fn from_uniforms(uniforms: PhongUniforms) -> PhongMaterial

Creates a new material instance from uniform data with default settings.

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pub fn settings_mut(&self) -> SettingsGuard<'_>

Returns a RAII guard for batch-modifying material settings.

The guard automatically increments the material version on drop if any settings changed, triggering pipeline cache invalidation.

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pub fn settings(&self) -> MaterialSettings

Returns a snapshot of the current material settings.

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pub fn set_alpha_mode(&self, mode: AlphaMode)

Sets the alpha blending mode.

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pub fn alpha_mode(&self) -> AlphaMode

Returns the current alpha blending mode.

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pub fn set_side(&self, side: Side)

Sets the face culling mode (Front/Back/Double).

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pub fn side(&self) -> Side

Returns the current face culling mode.

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pub fn set_depth_test(&self, depth_test: bool)

Enables or disables depth testing.

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pub fn depth_test(&self) -> bool

Returns whether depth testing is enabled.

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pub fn set_depth_write(&self, depth_write: bool)

Enables or disables depth buffer writing.

For transparent objects, it is usually recommended to disable this.

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pub fn depth_write(&self) -> bool

Returns whether depth buffer writing is enabled.

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pub fn uniforms_mut(&self) -> CheckedBufferGuard<'_, PhongUniforms>

Returns a write guard for batch-modifying uniform parameters.

The guard automatically marks data as dirty on drop, triggering GPU buffer synchronization.

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pub fn uniforms(&self) -> BufferReadGuard<'_, PhongUniforms>

Returns a read guard for accessing uniform parameters.

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pub fn set_color(&self, value: Vec4)

Diffuse color.

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pub fn color(&self) -> Vec4

Diffuse color.

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pub fn set_specular(&self, value: Vec3)

Specular color.

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pub fn specular(&self) -> Vec3

Specular color.

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pub fn set_opacity(&self, value: f32)

Opacity value.

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pub fn opacity(&self) -> f32

Opacity value.

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pub fn set_emissive(&self, value: Vec3)

Emissive color.

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pub fn emissive(&self) -> Vec3

Emissive color.

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pub fn set_emissive_intensity(&self, value: f32)

Emissive intensity.

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pub fn emissive_intensity(&self) -> f32

Emissive intensity.

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pub fn set_normal_scale(&self, value: Vec2)

Normal map scale.

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pub fn normal_scale(&self) -> Vec2

Normal map scale.

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pub fn set_shininess(&self, value: f32)

Shininess factor.

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pub fn shininess(&self) -> f32

Shininess factor.

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pub fn set_alpha_test(&self, value: f32)

Alpha test threshold.

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pub fn alpha_test(&self) -> f32

Alpha test threshold.

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pub fn set_map(&self, value: Option<TextureHandle>)

The color map.

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pub fn map(&self) -> Option<TextureHandle>

The color map.

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pub fn set_map_transform(&self, transform: TextureTransform)

Sets the UV transform for this texture slot.

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pub fn configure_map<F>(&self, f: F)
where F: FnOnce(&mut TextureSlot),

Configures this texture slot via a closure for batch modifications.

The closure receives a mutable reference to the [TextureSlot]. Version is automatically bumped if the texture or UV channel changes.

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pub fn set_normal_map(&self, value: Option<TextureHandle>)

The normal map.

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pub fn normal_map(&self) -> Option<TextureHandle>

The normal map.

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pub fn set_normal_map_transform(&self, transform: TextureTransform)

Sets the UV transform for this texture slot.

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pub fn configure_normal_map<F>(&self, f: F)
where F: FnOnce(&mut TextureSlot),

Configures this texture slot via a closure for batch modifications.

The closure receives a mutable reference to the [TextureSlot]. Version is automatically bumped if the texture or UV channel changes.

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pub fn set_specular_map(&self, value: Option<TextureHandle>)

The specular map.

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pub fn specular_map(&self) -> Option<TextureHandle>

The specular map.

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pub fn set_specular_map_transform(&self, transform: TextureTransform)

Sets the UV transform for this texture slot.

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pub fn configure_specular_map<F>(&self, f: F)
where F: FnOnce(&mut TextureSlot),

Configures this texture slot via a closure for batch modifications.

The closure receives a mutable reference to the [TextureSlot]. Version is automatically bumped if the texture or UV channel changes.

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pub fn set_emissive_map(&self, value: Option<TextureHandle>)

The emissive map.

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pub fn emissive_map(&self) -> Option<TextureHandle>

The emissive map.

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pub fn set_emissive_map_transform(&self, transform: TextureTransform)

Sets the UV transform for this texture slot.

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pub fn configure_emissive_map<F>(&self, f: F)
where F: FnOnce(&mut TextureSlot),

Configures this texture slot via a closure for batch modifications.

The closure receives a mutable reference to the [TextureSlot]. Version is automatically bumped if the texture or UV channel changes.

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pub fn flush_texture_transforms(&self) -> bool

Flushes texture transform matrices to the uniform buffer.

Only writes when values actually change, avoiding unnecessary version bumps. Returns whether any data was updated.

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pub fn configure<F>(&self, f: F)
where F: FnOnce(&PhongUniforms),

Provides access to uniform data through a closure (under write lock).

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pub fn notify_pipeline_dirty(&self)

Manually marks the material pipeline as dirty, forcing a rebuild.

In most cases this is not needed, as the standard API automatically tracks version changes. Use this only when:

  • After directly modifying internal fields (e.g., in loader code)
  • When material configuration has changed but version wasn’t updated
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impl PhongMaterial

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pub fn new(color: Vec4) -> PhongMaterial

Creates a new Phong material with the given diffuse color.

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pub fn with_color(self, color: Vec4) -> PhongMaterial

Sets the diffuse color (builder).

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pub fn with_shininess(self, s: f32) -> PhongMaterial

Sets the shininess factor (builder).

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pub fn with_specular(self, specular: Vec3) -> PhongMaterial

Sets the specular color (builder).

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pub fn with_emissive(self, color: Vec3, intensity: f32) -> PhongMaterial

Sets the emissive color and intensity (builder).

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pub fn with_normal_scale(self, scale: Vec2) -> PhongMaterial

Sets the normal map scale (builder).

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pub fn with_opacity(self, opacity: f32) -> PhongMaterial

Sets the opacity (builder).

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pub fn with_map(self, handle: TextureHandle) -> PhongMaterial

Sets the color map texture (builder).

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pub fn with_normal_map(self, handle: TextureHandle) -> PhongMaterial

Sets the normal map texture (builder).

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pub fn with_specular_map(self, handle: TextureHandle) -> PhongMaterial

Sets the specular map texture (builder).

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pub fn with_emissive_map(self, handle: TextureHandle) -> PhongMaterial

Sets the emissive map texture (builder).

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pub fn with_side(self, side: Side) -> PhongMaterial

Sets the face culling side (builder).

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pub fn with_alpha_mode(self, mode: AlphaMode) -> PhongMaterial

Sets the alpha mode (builder).

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pub fn with_depth_write(self, enabled: bool) -> PhongMaterial

Sets depth write (builder).

Trait Implementations§

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impl Clone for PhongMaterial

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fn clone(&self) -> PhongMaterial

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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impl Debug for PhongMaterial

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

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

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fn default() -> PhongMaterial

Returns the “default value” for a type. Read more
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impl From<PhongMaterial> for Material

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fn from(data: PhongMaterial) -> Material

Converts to this type from the input type.
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impl MaterialTrait for PhongMaterial

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fn as_any(&self) -> &(dyn Any + 'static)

Returns self as Any for downcasting.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns mutable self as Any for downcasting.
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impl RenderableMaterialTrait for PhongMaterial

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fn shader_name(&self) -> &'static str

Returns the shader template name.
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fn version(&self) -> u64

Returns the material version (used for cache invalidation).
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fn settings(&self) -> MaterialSettings

Returns material rendering settings.
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fn uniform_buffer(&self) -> BufferRef

Returns a reference to the uniform buffer.
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fn with_uniform_bytes(&self, visitor: &mut dyn FnMut(&[u8]))

Provides uniform data bytes to the callback.
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fn shader_defines(&self) -> ShaderDefines

Returns shader macro definitions based on current material state.
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fn visit_textures(&self, visitor: &mut dyn FnMut(&TextureSource))

Visits all textures used by this material.
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fn define_bindings<'a>(&'a self, builder: &mut ResourceBuilder<'a>)

Defines GPU resource bindings for this material.
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fn extra_defines(&self, _defines: &mut ShaderDefines)

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impl ResolveMaterial for PhongMaterial

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