pub struct Material {
pub id: u32,
pub name: String,
pub shader_program_id: u32,
pub textures: Vec<MaterialTexture>,
pub properties: HashMap<String, MaterialProperty>,
pub pipeline: PipelineState,
pub render_queue: u32,
pub cast_shadows: bool,
pub receive_shadows: bool,
pub instanced: bool,
pub double_sided: bool,
}Fields§
§id: u32§name: String§shader_program_id: u32§textures: Vec<MaterialTexture>§properties: HashMap<String, MaterialProperty>§pipeline: PipelineState§render_queue: u32§cast_shadows: bool§receive_shadows: bool§instanced: bool§double_sided: boolImplementations§
Source§impl Material
impl Material
pub fn new(id: u32, name: impl Into<String>, shader_id: u32) -> Self
pub fn add_texture(&mut self, name: impl Into<String>, tex_id: u32, slot: u32)
pub fn set_float(&mut self, name: impl Into<String>, value: f32)
pub fn set_color( &mut self, name: impl Into<String>, r: f32, g: f32, b: f32, a: f32, )
pub fn set_vec4(&mut self, name: impl Into<String>, v: [f32; 4])
pub fn is_transparent(&self) -> bool
pub fn is_opaque(&self) -> bool
pub fn texture_count(&self) -> usize
pub fn property_count(&self) -> usize
pub fn make_transparent(&mut self)
pub fn make_additive(&mut self)
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Material
impl RefUnwindSafe for Material
impl Send for Material
impl Sync for Material
impl Unpin for Material
impl UnsafeUnpin for Material
impl UnwindSafe for Material
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