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
Sourcepub fn standard(shader_source: &'static str) -> Self
pub fn standard(shader_source: &'static str) -> Self
Like new, but pre-filled with the common opaque-3D-geometry
defaults instead of leaving them empty: Vertex::layout() for
.with_vertex_layouts, a single opaque target in the real surface
format for .with_targets (rendering straight to the screen is the
common case this saves you from getting wrong — the surface format
varies by platform/backend, e.g. Bgra8Unorm is common on
Windows/DX12, not the Rgba8Unorm [DEFAULT_TARGET] assumes), and
DepthStencilState::DEFAULT for .with_depth. The surface format
is resolved against Backend at upload time, not here — standard
itself needs no Backend reference, same as new. Still a plain
builder — chain .with_vertex_layouts(...)/.with_targets(...)/
.with_depth(...)/.without_depth()/etc. afterwards to override
any of these for a material that doesn’t fit the common case (a
custom vertex type, an offscreen target with a different/blended
format, no depth test).
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 without_depth(self) -> 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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