pub struct MaterialRegistry { /* private fields */ }Expand description
CPU-side storage for materials, with dirty tracking so unchanged materials aren’t re-resolved/re-packed every frame.
Game thread only. Holds Material values (data + declared strategy
name); actually resolving a material against a StrategyRegistry and
packing it into GPU-visible bytes happens later, in the material extract
system - MaterialRegistry itself doesn’t know about strategies or GPU
layouts.
Implementations§
Source§impl MaterialRegistry
impl MaterialRegistry
Sourcepub fn insert(&mut self, material: Material) -> MaterialHandle
pub fn insert(&mut self, material: Material) -> MaterialHandle
Registers a new material and marks it dirty so it gets packed and uploaded on the next extract.
Sourcepub fn modify(
&mut self,
handle: MaterialHandle,
f: impl FnOnce(&mut Material),
) -> bool
pub fn modify( &mut self, handle: MaterialHandle, f: impl FnOnce(&mut Material), ) -> bool
Mutates a material in place via f, then marks it dirty. Returns
false if handle doesn’t exist.
pub fn get(&self, handle: MaterialHandle) -> Option<&Material>
Trait Implementations§
Source§impl Default for MaterialRegistry
impl Default for MaterialRegistry
Source§fn default() -> MaterialRegistry
fn default() -> MaterialRegistry
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for MaterialRegistry
impl RefUnwindSafe for MaterialRegistry
impl Send for MaterialRegistry
impl Sync for MaterialRegistry
impl Unpin for MaterialRegistry
impl UnsafeUnpin for MaterialRegistry
impl UnwindSafe for MaterialRegistry
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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