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§
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, )
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.