pub struct Material { /* private fields */ }Expand description
A render pipeline asset — WGSL shader source plus the fixed-function
state (vertex layouts, cull mode, depth, targets) needed to compile it.
Bind group layout is inferred from with_entries.
Implementations§
Source§impl Material
impl Material
pub fn new(shader_source: &'static str) -> Self
pub fn with_label(self, label: &'static str) -> Self
pub fn with_vertex_entry(self, entry: &'static str) -> Self
pub fn without_vertex_entry(self) -> Self
pub fn with_fragment_entry(self, entry: &'static str) -> Self
pub fn without_fragment_entry(self) -> Self
pub fn with_vertex_layouts(self, layouts: Vec<VertexBufferLayout>) -> Self
Sourcepub fn with_entries(self, groups: Vec<GroupEntry>) -> Self
pub fn with_entries(self, groups: Vec<GroupEntry>) -> Self
The bind group layout this material’s shader expects — entries are
pooled and deduplicated with other materials/computes via GlobalLayoutPool.
pub fn with_cull_mode(self, mode: Face) -> Self
pub fn without_cull_mode(self) -> Self
pub fn with_depth(self, depth: DepthStencilState) -> Self
pub fn with_targets(self, targets: Vec<ColorTargetState>) -> Self
pub fn with_polygon_mode(self, mode: PolygonMode) -> Self
pub fn with_sample_count(self, count: u32) -> Self
pub fn build_asset( self, name: &str, assets: &mut Assets<Material>, ) -> Handle<Material>
Trait Implementations§
Source§impl Asset<Backend> for Material
impl Asset<Backend> for Material
type Deps<'a> = Read<'a, GlobalLayoutPool>
fn upload<'a>( &self, backend: &Backend, pool: &Read<'a, GlobalLayoutPool>, ) -> Option<GPUMaterial>
Source§impl AssetSource for Material
impl AssetSource for Material
type Processed = GPUMaterial
Auto Trait Implementations§
impl !RefUnwindSafe for Material
impl !UnwindSafe for Material
impl Freeze for Material
impl Send for Material
impl Sync for Material
impl Unpin for Material
impl UnsafeUnpin for Material
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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impl<T> Component for T
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T: Any,
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