pub struct Lights { /* private fields */ }Implementations§
Source§impl Lights
impl Lights
pub fn new(device: &Device) -> Self
pub fn set(&mut self, lights: &[LocalLight]) -> Result<(), String>
pub fn lights(&self) -> &[LocalLight]
pub fn set_quality(&mut self, quality: LightQuality) -> Result<(), String>
pub fn quality(&self) -> LightQuality
pub fn set_transmission( &mut self, tints: &[Option<[f32; 3]>], ) -> Result<(), String>
pub fn transmissive(&self, material: u32) -> bool
pub fn any_transmissive(&self) -> bool
pub fn table(&self) -> &Buffer
pub fn table_key(&self) -> u64
pub fn prepare( &mut self, device: &Device, queue: &Queue, materials: usize, ) -> bool
pub fn shadowed(&self) -> Vec<(usize, u32)>
pub fn faces(&self) -> Vec<(u32, Matrix)>
pub fn uniform(&self) -> &Buffer
pub fn faces_view(&self) -> &TextureView
pub fn empty_transmission(&self) -> &TextureView
pub fn sampler(&self) -> &Sampler
pub fn reused(&self) -> bool
pub fn extended(&self) -> bool
pub fn write_uniform( &mut self, queue: &Queue, transmission: bool, tiles: FaceTiles, )
pub fn render( &mut self, device: &Device, encoder: &mut CommandEncoder, content: u64, moving: bool, draw: &mut FaceDraw<'_>, profiler: Option<&mut GpuProfiler>, )
Auto Trait Implementations§
impl Freeze for Lights
impl !RefUnwindSafe for Lights
impl Send for Lights
impl Sync for Lights
impl Unpin for Lights
impl UnsafeUnpin for Lights
impl !UnwindSafe for Lights
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