GameApi 28
Library used by GameApi Builder tool
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GameApi::MaterialsApi Member List

This is the complete list of members for GameApi::MaterialsApi, including all inherited members.

acesfilm_material(EveryApi &ev, MT next)GameApi::MaterialsApi
adjust(EveryApi &ev, MT nxt, unsigned int ad_color, float ad_dark, float ad_light)GameApi::MaterialsApi
bevel(EveryApi &ev, MT nxt, float dir, float linewidth)GameApi::MaterialsApi
bind(P p, MT mat)GameApi::MaterialsApi
bind_inst(P p, PTS pts, MT mat)GameApi::MaterialsApi
bind_inst2(P p, PTA pta, MT mat)GameApi::MaterialsApi
bind_inst_fade(P p, PTS pts, MT mat, bool flip, float start_time, float end_time)GameApi::MaterialsApi
bind_inst_matrix(P p, MS ms, MT mat)GameApi::MaterialsApi
bind_inst_va(VA va, PTS pts, MT mat, float level)GameApi::MaterialsApi
bind_inst_va_prepare(P p, MT mat)GameApi::MaterialsApi
bloom(EveryApi &ev, MT nxt, BM bm, float r_cut, float g_cut, float b_cut, float pixel_x, float pixel_y)GameApi::MaterialsApi
brashmetal(EveryApi &ev, MT nxt, int count, bool web)GameApi::MaterialsApi
bump_phong(EveryApi &ev, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow, FB bm, float bump_width)GameApi::MaterialsApi
choose_color(EveryApi &ev, MT nxt, unsigned int color, float mix_val)GameApi::MaterialsApi
choose_material(EveryApi &ev, int i)GameApi::MaterialsApi
colour_material(EveryApi &ev, float mix, bool color_from_pts=false)GameApi::MaterialsApi
coloured_lights(EveryApi &ev, MT nxt, float scale, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4, unsigned int color_5, unsigned int color_6, unsigned int color_7, unsigned int color_8, PT pos_1, PT pos_2, PT pos_3, PT pos_4, PT pos_5, PT pos_6, PT pos_7, PT pos_8, float dist_1, float dist_2, float dist_3, float dist_4, float dist_5, float dist_6, float dist_7, float dist_8)GameApi::MaterialsApi
combine_materials(EveryApi &ev, MT mat1, MT mat2)GameApi::MaterialsApi
discard_material(EveryApi &ev, MT next)GameApi::MaterialsApi
dist_field_mesh(EveryApi &ev, SFO sfo, MT next)GameApi::MaterialsApi
dyn_lights(EveryApi &ev, MT nxt, float light_pos_x, float light_pos_y, float light_pos_z, float dist, MN dyn_point)GameApi::MaterialsApi
edge(EveryApi &ev, MT nxt, float edge_width, unsigned int edge_color)GameApi::MaterialsApi
fade(EveryApi &ev, MT next, float start_time, float end_time, float start_time2, float end_time2)GameApi::MaterialsApi
flat(EveryApi &ev, MT nxt, unsigned int color1, unsigned int color2, unsigned int color3)GameApi::MaterialsApi
fog(EveryApi &ev, MT nxt, float fog_dist, unsigned int dark_color, unsigned int light_color)GameApi::MaterialsApi
fur(EveryApi &ev, MT nxt, PT center, float dist, float max_angle, int count, float size, int cone_numfaces)GameApi::MaterialsApi
generic_screenspace_material00(EveryApi &ev, SMT next, SHI vertex, SHI fragment)GameApi::MaterialsApi
generic_shader_material0(EveryApi &ev, MT next, std::string, std::string, std::string)GameApi::MaterialsApi
generic_shader_material00(EveryApi &ev, MT next, SHI vertex, SHI fragment, std::vector< TXID > vec)GameApi::MaterialsApi
generic_shader_material1(EveryApi &ev, MT next, SHP params, std::string, std::string, std::string)GameApi::MaterialsApi
generic_shader_material2(EveryApi &ev, MT next, SHP params, std::string, std::string, std::string, std::vector< SHI >)GameApi::MaterialsApi
gi(EveryApi &ev, MT nxt, PTS points, float obj_size)GameApi::MaterialsApi
glow_edge(EveryApi &ev, MT next, float light_level, float gray_level, float edge_pos)GameApi::MaterialsApi
gltf_anim_material(EveryApi &ev, TF model0, int skin_num, int animation, int num_timeindexes, MT next, int key, int mode, TRA anim_transfer_id, int frame_skip)GameApi::MaterialsApi
gltf_anim_material2(EveryApi &e, TF model0, int skin_num, int num_timeindexes, MT next, std::string keys, int mode, TRA anim_transfer_id, int frame_skip)GameApi::MaterialsApi
gltf_material(EveryApi &ev, TF model0, int material_id, float mix, float self_mult, float rest_mult, float light_dir_x, float light_dir_y, float light_dir_z, bool emissive, int lod_level=-1)GameApi::MaterialsApi
gltf_material3(EveryApi &ev, float roughness, float metallic, float base_r, float base_g, float base_b, float base_a, float mix, float self_mult, float rest_mult, float light_dir_x, float light_dir_y, float light_dir_z, bool emissive)GameApi::MaterialsApi
gltf_material_env(EveryApi &ev, TF model0, int material_id, float mix, BM diffuse_env, BM specular_env, BM bfrd)GameApi::MaterialsApi
gltf_material_from_file(EveryApi &ev, std::string url, float light_dir_x, float light_dir_y, float light_dir_z)GameApi::MaterialsApi
gltf_material_manual(EveryApi &ev, float mix, float self_mult, float rest_mult, BM, BM, BM, BM, BM, bool, bool, bool, bool, bool, float, float, float, float, float, float, float, float light_dir_x, float light_dir_y, float light_dir_z)GameApi::MaterialsApi
gltf_newshadow2(EveryApi &ev, P models, MT model_mt, P shadow_mesh, MT shadow_mt, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale, int size, TF tf)GameApi::MaterialsApi
hires(EveryApi &ev, MT mat, int size, int numsampled, float blur_radius)GameApi::MaterialsApi
m_apply_phong(EveryApi &ev, std::vector< MT > vec, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow)GameApi::MaterialsApi
m_apply_phong_color(EveryApi &ev, std::vector< MT > vec, std::vector< P > vec2, float light_dir_x, float light_dir_y, float light_dir_z, float ambient_mult, float specular_mult, float highlight_mult, float pow)GameApi::MaterialsApi
m_def(EveryApi &ev)GameApi::MaterialsApi
m_dup(EveryApi &ev, MT mat, int count)GameApi::MaterialsApi
m_keys(EveryApi &ev, std::vector< MT > vec, std::string keys)GameApi::MaterialsApi
many_texture_id_material(EveryApi &ev, std::string mtl_url, std::string url_prefix, float mix, int start_range, int end_range)GameApi::MaterialsApi
marble(EveryApi &ev, MT nxt, int count, float cubesize)GameApi::MaterialsApi
material_pack_1(EveryApi &ev)GameApi::MaterialsApi
MaterialsApi(Env &e)GameApi::MaterialsApi
mesh_color_from_sfo(EveryApi &ev, SFO sfo, MT next)GameApi::MaterialsApi
mt_alt(EveryApi &ev, std::vector< MT > v, int index)GameApi::MaterialsApi
mt_empty(EveryApi &ev)GameApi::MaterialsApi
newshadow(EveryApi &ev, MT nxt, P models, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale, int size, bool is_phong, int texindex, MT shadow_mt)GameApi::MaterialsApi
newshadow2_gltf(EveryApi &ev, TF I1, P shadow_p, MT shadow_mt, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, unsigned int ambient_color, unsigned int dark_color, unsigned int light_color, float scale, int size, MT shadow2_mt, bool emissive)GameApi::MaterialsApi
newshadow2_phong(EveryApi &ev, P models, MT model_mt, P shadow_mesh, MT shadow_mt, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, unsigned int ambient_color, unsigned int dark_color, unsigned int light_color, float scale, int size, bool draw_model, MT shadow2_mt)GameApi::MaterialsApi
noise(EveryApi &ev, int sx, int sy, int r, int g, int b, int a, int r2, int g2, int b2, int a2, float mix)GameApi::MaterialsApi
p_dup(EveryApi &ev, P obj, int count)GameApi::MaterialsApi
phong(EveryApi &ev, MT nxt, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow)GameApi::MaterialsApi
phong2(EveryApi &ev, MT nxt, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow)GameApi::MaterialsApi
phong3_material(EveryApi &ev, MT next, unsigned int ambient, unsigned int highlight, float pow)GameApi::MaterialsApi
progressmaterial(MT nxt, void(*fptr)(void *), void *data)GameApi::MaterialsApi
reload_material(EveryApi &ev, MT next, std::string name, P default_p, MT default_mat)GameApi::MaterialsApi
render_instanced2_ml(EveryApi &ev, VA va, PTA pta, bool color_from_pts=false)GameApi::MaterialsApi
render_instanced2_ml_fade(EveryApi &ev, VA va, PTA pta, bool flip, float start_time, float end_time)GameApi::MaterialsApi
render_instanced2_ml_matrix(EveryApi &ev, VA va, MSA pta)GameApi::MaterialsApi
render_instanced2_ml_texture(EveryApi &ev, VA va, PTA pta, std::vector< BM > vec)GameApi::MaterialsApi
render_instanced2_ml_texture2(EveryApi &ev, VA va, PTA pta)GameApi::MaterialsApi
render_instanced2_ml_texture_id(EveryApi &ev, VA va, PTA pta, std::vector< TXID > *vec)GameApi::MaterialsApi
render_instanced_ml(EveryApi &ev, P p, PTS pts, bool color_from_pts=false)GameApi::MaterialsApi
render_instanced_ml_cubemap(EveryApi &ev, P p, PTS pts, std::vector< BM > vec)GameApi::MaterialsApi
render_instanced_ml_cubemap_matrix(EveryApi &ev, P p, MS pts, std::vector< BM > vec)GameApi::MaterialsApi
render_instanced_ml_fade(EveryApi &ev, P p, PTS pts, bool flip, float start_time, float end_time, bool color_from_pts=false)GameApi::MaterialsApi
render_instanced_ml_fade_texture(EveryApi &ev, P p, PTS pts, bool flip, float start_time, float end_time, std::vector< BM > vec)GameApi::MaterialsApi
render_instanced_ml_matrix(EveryApi &ev, P p, MS pts, bool color_from_matrix=false)GameApi::MaterialsApi
render_instanced_ml_texture(EveryApi &ev, P p, PTS pts, std::vector< BM > vec, std::vector< int > types=std::vector< int >(), std::vector< std::string > id_labels=std::vector< std::string >(), std::vector< bool > is_srgb=std::vector< bool >())GameApi::MaterialsApi
render_instanced_ml_texture2(EveryApi &ev, P p, PTS pts)GameApi::MaterialsApi
render_instanced_ml_texture2_matrix(EveryApi &ev, P p, MS pts)GameApi::MaterialsApi
render_instanced_ml_texture_id(EveryApi &ev, P p, PTS pts, std::vector< TXID > *vec)GameApi::MaterialsApi
render_instanced_ml_texture_id_matrix(EveryApi &ev, P p, MS pts, std::vector< TXID > *vec)GameApi::MaterialsApi
render_instanced_ml_texture_matrix(EveryApi &ev, P p, MS pts, std::vector< BM > vec, std::vector< int > types=std::vector< int >(), std::vector< std::string > id_labels=std::vector< std::string >(), std::vector< bool > is_srgb=std::vector< bool >())GameApi::MaterialsApi
screenspace_bloom(EveryApi &ev, SMT next, float cut_x, float cut_y, float cut_z, float x_amount, float y_amount)GameApi::MaterialsApi
sfo_sandbox(EveryApi &ev, SFO sfo, MT next)GameApi::MaterialsApi
shading1(EveryApi &ev, MT nxt, float mix_val, float mix_val2)GameApi::MaterialsApi
shading2(EveryApi &ev, MT nxt, unsigned int color1, unsigned int colo2, unsigned int color3)GameApi::MaterialsApi
shadow(EveryApi &ev, P p, std::vector< BM > vec, float p_x, float p_y, float p_z, int sx, int sy, unsigned int dark_color, float mix, float mix2)GameApi::MaterialsApi
shadow2(EveryApi &ev, P p, float p_x, float p_y, float p_z, int sx, int sy, unsigned int dark_color, float mix, float mix2, int numtextures)GameApi::MaterialsApi
skeletal(EveryApi &ev)GameApi::MaterialsApi
snow(EveryApi &ev, MT nxt, unsigned int color1=0xffaaaaaa, unsigned int color2=0xffeeeeee, unsigned int color3=0xffffffff, float mix_val=0.5f)GameApi::MaterialsApi
ss_def(EveryApi &ev)GameApi::MaterialsApi
texture(EveryApi &ev, BM bm, float mix)GameApi::MaterialsApi
texture_arr(EveryApi &ev, std::vector< BM > vec, int sx, int sy, float mix)GameApi::MaterialsApi
texture_cubemap(EveryApi &ev, std::vector< BM > vec, float mix, float mix2)GameApi::MaterialsApi
texture_many(EveryApi &ev, std::vector< BM > vec, float mix)GameApi::MaterialsApi
texture_many2(EveryApi &ev, float mix)GameApi::MaterialsApi
textureid(EveryApi &ev, TXID txid, float mix)GameApi::MaterialsApi
toon_border(EveryApi &ev, MT next, float border_width, unsigned int color, bool is_gltf)GameApi::MaterialsApi
transparent_material(EveryApi &ev, BM bm, MT next, bool is_transparent)GameApi::MaterialsApi
vertex_phong(EveryApi &ev, MT nxt, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow, float mix)GameApi::MaterialsApi
water(EveryApi &ev, MT next, unsigned int color1, unsigned int color2, unsigned int color3, float center_x, float center_y, float center_z, float wave_mult, float time_mult)GameApi::MaterialsApi
web(EveryApi &ev, MT nxt, float val=1.01, float linewidth=2.0, unsigned int color=0xff000000)GameApi::MaterialsApi