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IDeferredLights

Trait IDeferredLights 

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pub trait IDeferredLights: IObject {
Show 44 methods // Provided methods fn m_cached_render_width(self) -> i32 { ... } fn set_m_cached_render_width(self, value: i32) { ... } fn m_cached_render_height(self) -> i32 { ... } fn set_m_cached_render_height(self, value: i32) { ... } fn m_cached_projection_matrix(self) -> Matrix4x4 { ... } fn set_m_cached_projection_matrix(self, value: Matrix4x4) { ... } fn m_tilers(self) -> Array<DeferredTiler> { ... } fn set_m_tilers(self, value: Array<DeferredTiler>) { ... } fn m_tile_data_capacities(self) -> Array<i32> { ... } fn set_m_tile_data_capacities(self, value: Array<i32>) { ... } fn m_has_tile_vis_lights(self) -> bool { ... } fn set_m_has_tile_vis_lights(self, value: bool) { ... } fn m_additional_lights_shadow_caster_pass( self, ) -> AdditionalLightsShadowCasterPass { ... } fn set_m_additional_lights_shadow_caster_pass( self, value: AdditionalLightsShadowCasterPass, ) { ... } fn m_sphere_mesh(self) -> Mesh { ... } fn set_m_sphere_mesh(self, value: Mesh) { ... } fn m_hemisphere_mesh(self) -> Mesh { ... } fn set_m_hemisphere_mesh(self, value: Mesh) { ... } fn m_fullscreen_mesh(self) -> Mesh { ... } fn set_m_fullscreen_mesh(self, value: Mesh) { ... } fn m_max_depth_range_per_batch(self) -> i32 { ... } fn set_m_max_depth_range_per_batch(self, value: i32) { ... } fn m_max_tiles_per_batch(self) -> i32 { ... } fn set_m_max_tiles_per_batch(self, value: i32) { ... } fn m_max_punctual_light_per_batch(self) -> i32 { ... } fn set_m_max_punctual_light_per_batch(self, value: i32) { ... } fn m_max_rel_light_indices_per_batch(self) -> i32 { ... } fn set_m_max_rel_light_indices_per_batch(self, value: i32) { ... } fn m_tile_depth_info_material(self) -> Material { ... } fn set_m_tile_depth_info_material(self, value: Material) { ... } fn m_tile_deferred_material(self) -> Material { ... } fn set_m_tile_deferred_material(self, value: Material) { ... } fn m_stencil_deferred_material(self) -> Material { ... } fn set_m_stencil_deferred_material(self, value: Material) { ... } fn m_screen_to_world(self) -> Array<Matrix4x4> { ... } fn set_m_screen_to_world(self, value: Array<Matrix4x4>) { ... } fn m_profiling_sampler_deferred_tiled_pass(self) -> ProfilingSampler { ... } fn set_m_profiling_sampler_deferred_tiled_pass( self, value: ProfilingSampler, ) { ... } fn m_profiling_sampler_deferred_stencil_pass(self) -> ProfilingSampler { ... } fn set_m_profiling_sampler_deferred_stencil_pass( self, value: ProfilingSampler, ) { ... } fn m_profiling_sampler_deferred_fog_pass(self) -> ProfilingSampler { ... } fn set_m_profiling_sampler_deferred_fog_pass(self, value: ProfilingSampler) { ... } fn m_profiling_sampler_clear_stencil_partial_pass(self) -> ProfilingSampler { ... } fn set_m_profiling_sampler_clear_stencil_partial_pass( self, value: ProfilingSampler, ) { ... }
}

Provided Methods§

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fn m_cached_render_width(self) -> i32

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fn set_m_cached_render_width(self, value: i32)

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fn m_cached_render_height(self) -> i32

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fn set_m_cached_render_height(self, value: i32)

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fn m_cached_projection_matrix(self) -> Matrix4x4

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fn set_m_cached_projection_matrix(self, value: Matrix4x4)

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fn m_tilers(self) -> Array<DeferredTiler>

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fn set_m_tilers(self, value: Array<DeferredTiler>)

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fn m_tile_data_capacities(self) -> Array<i32>

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fn set_m_tile_data_capacities(self, value: Array<i32>)

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fn m_has_tile_vis_lights(self) -> bool

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fn set_m_has_tile_vis_lights(self, value: bool)

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fn m_additional_lights_shadow_caster_pass( self, ) -> AdditionalLightsShadowCasterPass

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fn set_m_additional_lights_shadow_caster_pass( self, value: AdditionalLightsShadowCasterPass, )

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fn m_sphere_mesh(self) -> Mesh

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fn set_m_sphere_mesh(self, value: Mesh)

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fn m_hemisphere_mesh(self) -> Mesh

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fn set_m_hemisphere_mesh(self, value: Mesh)

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fn m_fullscreen_mesh(self) -> Mesh

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fn set_m_fullscreen_mesh(self, value: Mesh)

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fn m_max_depth_range_per_batch(self) -> i32

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fn set_m_max_depth_range_per_batch(self, value: i32)

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fn m_max_tiles_per_batch(self) -> i32

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fn set_m_max_tiles_per_batch(self, value: i32)

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fn m_max_punctual_light_per_batch(self) -> i32

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fn set_m_max_punctual_light_per_batch(self, value: i32)

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fn m_max_rel_light_indices_per_batch(self) -> i32

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fn set_m_max_rel_light_indices_per_batch(self, value: i32)

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fn m_tile_depth_info_material(self) -> Material

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fn set_m_tile_depth_info_material(self, value: Material)

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fn m_tile_deferred_material(self) -> Material

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fn set_m_tile_deferred_material(self, value: Material)

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fn m_stencil_deferred_material(self) -> Material

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fn set_m_stencil_deferred_material(self, value: Material)

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fn m_screen_to_world(self) -> Array<Matrix4x4>

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fn set_m_screen_to_world(self, value: Array<Matrix4x4>)

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fn m_profiling_sampler_deferred_tiled_pass(self) -> ProfilingSampler

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fn set_m_profiling_sampler_deferred_tiled_pass(self, value: ProfilingSampler)

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fn m_profiling_sampler_deferred_stencil_pass(self) -> ProfilingSampler

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fn set_m_profiling_sampler_deferred_stencil_pass(self, value: ProfilingSampler)

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fn m_profiling_sampler_deferred_fog_pass(self) -> ProfilingSampler

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fn set_m_profiling_sampler_deferred_fog_pass(self, value: ProfilingSampler)

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fn m_profiling_sampler_clear_stencil_partial_pass(self) -> ProfilingSampler

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fn set_m_profiling_sampler_clear_stencil_partial_pass( self, value: ProfilingSampler, )

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§