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GameApi 28
Library used by GameApi Builder tool
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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 |