Struct three_d::core::ImageEffect
source · [−]pub struct ImageEffect { /* private fields */ }Expand description
A customizable 2D effect. Can for example be used for adding an effect on top of a rendered image.
Implementations
sourceimpl ImageEffect
impl ImageEffect
sourcepub fn new(context: &Context, fragment_shader: &str) -> ThreeDResult<Self>
pub fn new(context: &Context, fragment_shader: &str) -> ThreeDResult<Self>
Creates a new image effect which applies the calculations defined in the given fragment shader source when calling the ImageEffect::apply function.
sourcepub fn render(
&self,
render_states: RenderStates,
viewport: Viewport
) -> ThreeDResult<()>
pub fn render(
&self,
render_states: RenderStates,
viewport: Viewport
) -> ThreeDResult<()>
Applies the calculations defined in the fragment shader given at construction and output it to the current screen/render target. Must be called in a render target render function, for example in the callback function of Screen::write.
sourcepub fn apply(
&self,
render_states: RenderStates,
viewport: Viewport
) -> ThreeDResult<()>
pub fn apply(
&self,
render_states: RenderStates,
viewport: Viewport
) -> ThreeDResult<()>
Applies the calculations defined in the fragment shader given at construction and output it to the current screen/render target. Must be called in a render target render function, for example in the callback function of Screen::write.
Methods from Deref<Target = Program>
sourcepub fn use_uniform_int(&self, name: &str, data: &i32) -> ThreeDResult<()>
pub fn use_uniform_int(&self, name: &str, data: &i32) -> ThreeDResult<()>
Send the given integer value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform int, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_float(&self, name: &str, data: &f32) -> ThreeDResult<()>
pub fn use_uniform_float(&self, name: &str, data: &f32) -> ThreeDResult<()>
Send the given float value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform float, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_vec2(&self, name: &str, data: &Vec2) -> ThreeDResult<()>
pub fn use_uniform_vec2(&self, name: &str, data: &Vec2) -> ThreeDResult<()>
Send the given Vec2 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform vec2, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_vec3(&self, name: &str, data: &Vec3) -> ThreeDResult<()>
pub fn use_uniform_vec3(&self, name: &str, data: &Vec3) -> ThreeDResult<()>
Send the given Vec3 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform vec3, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_vec4(&self, name: &str, data: &Vec4) -> ThreeDResult<()>
pub fn use_uniform_vec4(&self, name: &str, data: &Vec4) -> ThreeDResult<()>
Send the given Vec4 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform vec4, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_quat(&self, name: &str, data: &Quat) -> ThreeDResult<()>
pub fn use_uniform_quat(&self, name: &str, data: &Quat) -> ThreeDResult<()>
Send the given Quat value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform vec4, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_mat2(&self, name: &str, data: &Mat2) -> ThreeDResult<()>
pub fn use_uniform_mat2(&self, name: &str, data: &Mat2) -> ThreeDResult<()>
Send the given Mat2 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform mat2, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_mat3(&self, name: &str, data: &Mat3) -> ThreeDResult<()>
pub fn use_uniform_mat3(&self, name: &str, data: &Mat3) -> ThreeDResult<()>
Send the given Mat3 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform mat3, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_uniform_mat4(&self, name: &str, data: &Mat4) -> ThreeDResult<()>
pub fn use_uniform_mat4(&self, name: &str, data: &Mat4) -> ThreeDResult<()>
Send the given Mat4 value to this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform mat4, meaning it is uniformly available across all processing of vertices and fragments.
sourcepub fn use_texture(
&self,
name: &str,
texture: &impl Texture
) -> ThreeDResult<()>
pub fn use_texture(
&self,
name: &str,
texture: &impl Texture
) -> ThreeDResult<()>
Use the given Texture2D in this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform sampler2D and can only be accessed in the fragment shader.
sourcepub fn use_texture_array(
&self,
name: &str,
texture: &impl TextureArray
) -> ThreeDResult<()>
pub fn use_texture_array(
&self,
name: &str,
texture: &impl TextureArray
) -> ThreeDResult<()>
Use the given TextureArray in this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform sampler2DArray and can only be accessed in the fragment shader.
sourcepub fn use_texture_cube(
&self,
name: &str,
texture: &impl TextureCube
) -> ThreeDResult<()>
pub fn use_texture_cube(
&self,
name: &str,
texture: &impl TextureCube
) -> ThreeDResult<()>
Use the given TextureCube in this shader program and associate it with the given named variable.
The glsl shader variable must be of type uniform samplerCube and can only be accessed in the fragment shader.
sourcepub fn use_uniform_block(&self, name: &str, buffer: &UniformBuffer)
pub fn use_uniform_block(&self, name: &str, buffer: &UniformBuffer)
Use the given UniformBuffer in this shader program and associate it with the given named variable.
sourcepub fn use_attribute(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
pub fn use_attribute(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
Uses the given VertexBuffer in this shader program and associates it with the given named variable. Each value in the buffer is used when rendering one vertex using the Program::draw_arrays or Program::draw_elements methods. Therefore the buffer must contain the same number of values as the number of vertices specified in those draw calls.
sourcepub fn use_attribute_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
pub fn use_attribute_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
Uses the given buffer data in this shader program and associates it with the given named variable. Each value in the buffer is used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain the same number of values as the number of instances specified in those draw calls.
sourcepub fn use_attribute_vec2(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec2(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
Uses the given VertexBuffer in this shader program and associates it with the given named variable. Each contiguous 2 values in the buffer are used when rendering one vertex using the Program::draw_arrays or Program::draw_elements methods. Therefore the buffer must contain 2 times the number of values as the number of vertices specified in those draw calls.
sourcepub fn use_attribute_vec2_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec2_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
Uses the given buffer data in this shader program and associates it with the given named variable. Each contiguous 2 values in the buffer are used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain 2 times the number of values as the number of instances specified in those draw calls.
sourcepub fn use_attribute_vec3(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec3(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
Uses the given VertexBuffer in this shader program and associates it with the given named variable. Each contiguous 3 values in the buffer are used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain 3 times the number of values as the number of instances specified in those draw calls.
sourcepub fn use_attribute_vec3_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec3_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
Uses the given buffer data in this shader program and associates it with the given named variable. Each contiguous 3 values in the buffer are used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain 3 times the number of values as the number of instances specified in those draw calls.
sourcepub fn use_attribute_vec4(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec4(
&self,
name: &str,
buffer: &VertexBuffer
) -> ThreeDResult<()>
Uses the given VertexBuffer in this shader program and associates it with the given named variable. Each contiguous 4 values in the buffer are used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain 4 times the number of values as the number of instances specified in those draw calls.
sourcepub fn use_attribute_vec4_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
pub fn use_attribute_vec4_instanced(
&self,
name: &str,
buffer: &InstanceBuffer
) -> ThreeDResult<()>
Uses the given buffer data in this shader program and associates it with the given named variable. Each contiguous 4 values in the buffer are used when rendering one instance using the Program::draw_arrays_instanced or Program::draw_elements_instanced methods. Therefore the buffer must contain 4 times the number of values as the number of instances specified in those draw calls.
sourcepub fn draw_arrays(
&self,
render_states: RenderStates,
viewport: Viewport,
count: u32
)
pub fn draw_arrays(
&self,
render_states: RenderStates,
viewport: Viewport,
count: u32
)
Draws count number of triangles with the given render states and viewport using this shader program.
Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods.
Assumes that the data for the three vertices in a triangle is defined contiguous in each vertex buffer.
If you want to use an ElementBuffer, see Program::draw_elements.
sourcepub fn draw_arrays_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
count: u32,
instance_count: u32
)
pub fn draw_arrays_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
count: u32,
instance_count: u32
)
Same as Program::draw_arrays except it renders ‘instance_count’ instances of the same set of triangles. Use the Program::use_attribute_instanced, Program::use_attribute_vec2_instanced, Program::use_attribute_vec3_instanced and Program::use_attribute_vec4_instanced methods to send unique data for each instance to the shader.
sourcepub fn draw_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer
)
pub fn draw_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer
)
Draws the triangles defined by the given ElementBuffer with the given render states and viewport using this shader program. Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods. If you do not want to use an ElementBuffer, see Program::draw_arrays. If you only want to draw a subset of the triangles in the given ElementBuffer, see Program::draw_subset_of_elements.
sourcepub fn draw_subset_of_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
first: u32,
count: u32
)
pub fn draw_subset_of_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
first: u32,
count: u32
)
Draws a subset of the triangles defined by the given ElementBuffer with the given render states and viewport using this shader program. Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods. If you do not want to use an ElementBuffer, see Program::draw_arrays.
sourcepub fn draw_elements_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
count: u32
)
pub fn draw_elements_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
count: u32
)
Same as Program::draw_elements except it renders ‘instance_count’ instances of the same set of triangles. Use the Program::use_attribute_instanced, Program::use_attribute_vec2_instanced, Program::use_attribute_vec3_instanced and Program::use_attribute_vec4_instanced methods to send unique data for each instance to the shader.
sourcepub fn requires_uniform(&self, name: &str) -> bool
pub fn requires_uniform(&self, name: &str) -> bool
Returns true if this program uses the uniform with the given name.
sourcepub fn requires_attribute(&self, name: &str) -> bool
pub fn requires_attribute(&self, name: &str) -> bool
Returns true if this program uses the attribute with the given name.
Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for ImageEffect
impl !Send for ImageEffect
impl !Sync for ImageEffect
impl Unpin for ImageEffect
impl !UnwindSafe for ImageEffect
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
impl<T> Pointable for T
impl<T> Pointable for T
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber to this type, returning a
WithDispatch wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber to this type, returning a
WithDispatch wrapper. Read more