Struct bevy_internal::render::render_resource::DepthBiasState
source · #[repr(C)]pub struct DepthBiasState {
pub constant: i32,
pub slope_scale: f32,
pub clamp: f32,
}
Expand description
Describes the biasing setting for the depth target.
For use in DepthStencilState
.
Corresponds to a portion of WebGPU GPUDepthStencilState
.
Fields§
§constant: i32
Constant depth biasing factor, in basic units of the depth format.
slope_scale: f32
Slope depth biasing factor.
clamp: f32
Depth bias clamp value (absolute).
Implementations§
source§impl DepthBiasState
impl DepthBiasState
sourcepub fn is_enabled(&self) -> bool
pub fn is_enabled(&self) -> bool
Returns true if the depth biasing is enabled.
Trait Implementations§
source§impl Clone for DepthBiasState
impl Clone for DepthBiasState
source§fn clone(&self) -> DepthBiasState
fn clone(&self) -> DepthBiasState
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for DepthBiasState
impl Debug for DepthBiasState
source§impl Default for DepthBiasState
impl Default for DepthBiasState
source§fn default() -> DepthBiasState
fn default() -> DepthBiasState
Returns the “default value” for a type. Read more
source§impl Hash for DepthBiasState
impl Hash for DepthBiasState
source§impl PartialEq for DepthBiasState
impl PartialEq for DepthBiasState
source§fn eq(&self, other: &DepthBiasState) -> bool
fn eq(&self, other: &DepthBiasState) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for DepthBiasState
impl Eq for DepthBiasState
Auto Trait Implementations§
impl RefUnwindSafe for DepthBiasState
impl Send for DepthBiasState
impl Sync for DepthBiasState
impl Unpin for DepthBiasState
impl UnwindSafe for DepthBiasState
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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
.source§fn as_any(&self) -> &(dyn Any + 'static)
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.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.