HyperbolicDiskMaterial

Struct HyperbolicDiskMaterial 

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pub struct HyperbolicDiskMaterial {
    pub background_color: LinearRgba,
    pub outline_color: LinearRgba,
    pub outline_width: f32,
    pub texture_scale: f32,
    pub texture: Handle<Image>,
}
Expand description

Control how disks are rendered.

HyperbolicDiskMaterial mixes the texture (which defaults to fully transparent) with the background color using the texture alpha. It ignores the background alpha.

Control the draw order using the z coordinate. The draw order is non-deterministic for all disks at the same z value.

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§background_color: LinearRgba

Color applied to the interior of the disk.

§outline_color: LinearRgba

Color applied to the outline.

§outline_width: f32

Width of the outline.

§texture_scale: f32

Factor to scale the texture by.

§texture: Handle<Image>

Texture to apply. Blended with color.

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impl HyperbolicDiskMaterial

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pub fn ghost() -> Self

color for ghost particles

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impl AsBindGroup for HyperbolicDiskMaterial

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type Data = ()

Data that will be stored alongside the “prepared” bind group.
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type Param = (Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, RenderAssets<GpuShaderStorageBuffer>>)

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fn label() -> &'static str

label
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fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, (images, fallback_image, storage_buffers): &mut SystemParamItem<'_, '_, Self::Param>, force_no_bindless: bool, ) -> Result<UnpreparedBindGroup, AsBindGroupError>

Returns a vec of (binding index, OwnedBindingResource). Read more
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fn bind_group_data(&self) -> Self::Data

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fn bind_group_layout_entries( render_device: &RenderDevice, force_no_bindless: bool, ) -> Vec<BindGroupLayoutEntry>

Returns a vec of bind group layout entries. Read more
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fn bindless_descriptor() -> Option<BindlessDescriptor>

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fn bindless_slot_count() -> Option<BindlessSlabResourceLimit>

The number of slots per bind group, if bindless mode is enabled. Read more
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fn bindless_supported(_: &RenderDevice) -> bool

True if the hardware actually supports bindless textures for this type, taking the device and driver capabilities into account. Read more
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fn as_bind_group( &self, layout_descriptor: &BindGroupLayoutDescriptor, render_device: &RenderDevice, pipeline_cache: &PipelineCache, param: &mut <Self::Param as SystemParam>::Item<'_, '_>, ) -> Result<PreparedBindGroup, AsBindGroupError>

Creates a bind group for self matching the layout defined in [AsBindGroup::bind_group_layout].
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
where Self: Sized,

Creates the bind group layout matching all bind groups returned by [AsBindGroup::as_bind_group]
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fn bind_group_layout_descriptor( render_device: &RenderDevice, ) -> BindGroupLayoutDescriptor
where Self: Sized,

Creates the bind group layout descriptor matching all bind groups returned by [AsBindGroup::as_bind_group] TODO: we only need RenderDevice to determine if bindless is supported
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impl Clone for HyperbolicDiskMaterial

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fn clone(&self) -> HyperbolicDiskMaterial

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for HyperbolicDiskMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for HyperbolicDiskMaterial

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Material2d for HyperbolicDiskMaterial

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fn fragment_shader() -> ShaderRef

Returns this material’s fragment shader. If [ShaderRef::Default] is returned, the default mesh fragment shader will be used.
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fn vertex_shader() -> ShaderRef

Returns this material’s vertex shader. If [ShaderRef::Default] is returned, the default mesh vertex shader will be used.
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fn alpha_mode(&self) -> AlphaMode2d

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fn depth_bias(&self) -> f32

Add a bias to the view depth of the mesh which can be used to force a specific render order.
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fn specialize( descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, key: Material2dKey<Self>, ) -> Result<(), SpecializedMeshPipelineError>

Customizes the default [RenderPipelineDescriptor].
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impl TypePath for HyperbolicDiskMaterial

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for HyperbolicDiskMaterial

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for HyperbolicDiskMaterial

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fn type_id(&self) -> TypeId

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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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