Material

Struct Material 

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pub struct Material { /* private fields */ }
Expand description

Control how ellipses are rendered.

Ellipses are always opaque and alpha in any background color is ignored.

By default Material is initialized with only one background color. Color the instances differently by setting more than one color with set_background_colors. The color of each ellipse is given by background_colors[tag % len(background_colors)] so you may set fewer colors than there are ellipses. sync assigns tag values in increasing order to each primitive.

The background_color tints the texture by multiplication. With a None texture (the default), background_color sets the exact color of the ellipses.

Set the initial material by piping MaterialParameters into Ellipse::setup. After it is initialized, change the material during execution via the material field inResMut<ellipse::Representation<A>>.

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impl Material

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pub fn set_background_colors( &mut self, buffers: ResMut<'_, Assets<ShaderStorageBuffer>>, colors: &[LinearRgba], )

Set new background colors.

§Panics

WebGL2 builds (identified by the wasm32 target without the webgpu feature) support only 1024 background colors.

Desktop target builds or wasm32 target builds with webgpu support a much larger number of colors and will not panic.

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impl AsBindGroup for Material

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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 Material

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fn clone(&self) -> Material

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 Material

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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 Material2d for Material

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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 Material

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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 Material

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

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impl Asset for Material

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast for T
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fn into_any(self: Box<T>) -> Box<dyn Any>

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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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fn reflect_type_path(&self) -> &str

See [TypePath::type_path].
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fn reflect_short_type_path(&self) -> &str

See [TypePath::short_type_path].
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fn reflect_type_ident(&self) -> Option<&str>

See [TypePath::type_ident].
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fn reflect_crate_name(&self) -> Option<&str>

See [TypePath::crate_name].
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fn reflect_module_path(&self) -> Option<&str>

See [TypePath::module_path].
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where T: ?Sized,

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const TYPE_EQ: TypeEq<T, <T as Identity>::Type> = TypeEq::NEW

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type Type = T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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