Struct de_terrain::shader::TerrainMaterial  
source · pub struct TerrainMaterial {
    uv_scale: f32,
    circles: KdTree,
    rectangles: Rectangles,
}Fields§
§uv_scale: f32§circles: KdTree§rectangles: RectanglesImplementations§
Trait Implementations§
source§impl AsBindGroup for TerrainMaterial
 
impl AsBindGroup for TerrainMaterial
source§fn unprepared_bind_group(
    &self,
    layout: &BindGroupLayout,
    render_device: &RenderDevice,
    images: &RenderAssets<Image>,
    fallback_image: &FallbackImage
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
 
fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
Returns a vec of (binding index, 
OwnedBindingResource).
In cases where OwnedBindingResource is not available (as for bindless texture arrays currently),
an implementor may define as_bind_group directly. This may prevent certain features
from working correctly.source§fn bind_group_layout_entries(
    render_device: &RenderDevice
) -> Vec<BindGroupLayoutEntry>
 
fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>
Returns a vec of bind group layout entries
§fn as_bind_group(
    &self,
    layout: &BindGroupLayout,
    render_device: &RenderDevice,
    images: &RenderAssets<Image>,
    fallback_image: &FallbackImage
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
 
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
Creates a bind group for 
self matching the layout defined in [AsBindGroup::bind_group_layout].§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
    Self: Sized,
 
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
    Self: Sized,
Creates the bind group layout matching all bind groups returned by [
AsBindGroup::as_bind_group]source§impl Clone for TerrainMaterial
 
impl Clone for TerrainMaterial
source§fn clone(&self) -> TerrainMaterial
 
fn clone(&self) -> TerrainMaterial
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
 
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from 
source. Read moresource§impl Debug for TerrainMaterial
 
impl Debug for TerrainMaterial
source§impl MaterialExtension for TerrainMaterial
 
impl MaterialExtension for TerrainMaterial
source§fn fragment_shader() -> ShaderRef
 
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If [
ShaderRef::Default] is returned, the base material mesh fragment shader
will be used.§fn vertex_shader() -> ShaderRef
 
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If [
ShaderRef::Default] is returned, the base material mesh vertex shader
will be used.§fn prepass_vertex_shader() -> ShaderRef
 
fn prepass_vertex_shader() -> ShaderRef
Returns this material’s prepass vertex shader. If [
ShaderRef::Default] is returned, the base material prepass vertex shader
will be used.§fn prepass_fragment_shader() -> ShaderRef
 
fn prepass_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If [
ShaderRef::Default] is returned, the base material prepass fragment shader
will be used.§fn deferred_vertex_shader() -> ShaderRef
 
fn deferred_vertex_shader() -> ShaderRef
Returns this material’s deferred vertex shader. If [
ShaderRef::Default] is returned, the base material deferred vertex shader
will be used.§fn deferred_fragment_shader() -> ShaderRef
 
fn deferred_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If [
ShaderRef::Default] is returned, the base material deferred fragment shader
will be used.§fn specialize(
    pipeline: &MaterialExtensionPipeline,
    descriptor: &mut RenderPipelineDescriptor,
    layout: &Hashed<InnerMeshVertexBufferLayout>,
    key: MaterialExtensionKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
 
fn specialize( pipeline: &MaterialExtensionPipeline, descriptor: &mut RenderPipelineDescriptor, layout: &Hashed<InnerMeshVertexBufferLayout>, key: MaterialExtensionKey<Self> ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default [
RenderPipelineDescriptor] for a specific entity using the entity’s
[MaterialPipelineKey] and [MeshVertexBufferLayout] as input.
Specialization for the base material is applied before this function is called.source§impl TypePath for TerrainMaterial
 
impl TypePath for TerrainMaterial
source§fn type_path() -> &'static str
 
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
source§fn short_type_path() -> &'static str
 
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
source§fn type_ident() -> Option<&'static str>
 
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
 
fn crate_name() -> Option<&'static str>
source§impl VisitAssetDependencies for TerrainMaterial
 
impl VisitAssetDependencies for TerrainMaterial
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for TerrainMaterial
Auto Trait Implementations§
impl Freeze for TerrainMaterial
impl RefUnwindSafe for TerrainMaterial
impl Send for TerrainMaterial
impl Sync for TerrainMaterial
impl Unpin for TerrainMaterial
impl UnwindSafe for TerrainMaterial
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
 
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
 
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the 
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist.§impl<A> AssetContainer for Awhere
    A: Asset,
 
impl<A> AssetContainer for Awhere
    A: Asset,
source§impl<T> BorrowMut<T> for Twhere
    T: ?Sized,
 
impl<T> BorrowMut<T> for Twhere
    T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
 
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
    T: Any,
 
impl<T> Downcast for Twhere
    T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
 
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert 
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
 
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert 
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
 
fn as_any(&self) -> &(dyn Any + 'static)
Convert 
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
 
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert 
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSync for T
 
impl<T> DowncastSync for T
§impl<T> DynamicTypePath for Twhere
    T: TypePath,
 
impl<T> DynamicTypePath for Twhere
    T: TypePath,
§fn reflect_type_path(&self) -> &str
 
fn reflect_type_path(&self) -> &str
See [
TypePath::type_path].§fn reflect_short_type_path(&self) -> &str
 
fn reflect_short_type_path(&self) -> &str
See [
TypePath::short_type_path].§fn reflect_type_ident(&self) -> Option<&str>
 
fn reflect_type_ident(&self) -> Option<&str>
See [
TypePath::type_ident].§fn reflect_crate_name(&self) -> Option<&str>
 
fn reflect_crate_name(&self) -> Option<&str>
See [
TypePath::crate_name].§fn reflect_module_path(&self) -> Option<&str>
 
fn reflect_module_path(&self) -> Option<&str>
See [
TypePath::module_path].§impl<S> FromSample<S> for S
 
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
 
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
 
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
 
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
 
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
 
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts 
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
 
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts 
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more§impl<SS, SP> SupersetOf<SS> for SPwhere
    SS: SubsetOf<SP>,
 
impl<SS, SP> SupersetOf<SS> for SPwhere
    SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
 
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct 
self from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
 
fn is_in_subset(&self) -> bool
Checks if 
self is actually part of its subset T (and can be converted to it).§fn to_subset_unchecked(&self) -> SS
 
fn to_subset_unchecked(&self) -> SS
Use with care! Same as 
self.to_subset but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
 
fn from_subset(element: &SS) -> SP
The inclusion map: converts 
self to the equivalent element of its superset.