GameApi 28
Library used by GameApi Builder tool
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GameApi::MaterialsApi Class Reference

#include <GameApi.hh>

Public Member Functions

IMPORT MaterialsApi (Env &e)
IMPORT MT choose_material (EveryApi &ev, int i)
IMPORT MT reload_material (EveryApi &ev, MT next, std::string name, P default_p, MT default_mat)
IMPORT MT acesfilm_material (EveryApi &ev, MT next)
IMPORT MT discard_material (EveryApi &ev, MT next)
IMPORT MT hires (EveryApi &ev, MT mat, int size, int numsampled, float blur_radius)
IMPORT MT mt_empty (EveryApi &ev)
IMPORT MT mt_alt (EveryApi &ev, std::vector< MT > v, int index)
IMPORT MT progressmaterial (MT nxt, void(*fptr)(void *), void *data)
IMPORT SMT ss_def (EveryApi &ev)
IMPORT SMT screenspace_bloom (EveryApi &ev, SMT next, float cut_x, float cut_y, float cut_z, float x_amount, float y_amount)
IMPORT SMT generic_screenspace_material00 (EveryApi &ev, SMT next, SHI vertex, SHI fragment)
IMPORT MT phong3_material (EveryApi &ev, MT next, unsigned int ambient, unsigned int highlight, float pow)
IMPORT MT generic_shader_material00 (EveryApi &ev, MT next, SHI vertex, SHI fragment, std::vector< TXID > vec)
IMPORT MT generic_shader_material0 (EveryApi &ev, MT next, std::string, std::string, std::string)
IMPORT MT generic_shader_material1 (EveryApi &ev, MT next, SHP params, std::string, std::string, std::string)
IMPORT MT generic_shader_material2 (EveryApi &ev, MT next, SHP params, std::string, std::string, std::string, std::vector< SHI >)
IMPORT MT gltf_material_from_file (EveryApi &ev, std::string url, float light_dir_x, float light_dir_y, float light_dir_z)
IMPORT MT transparent_material (EveryApi &ev, BM bm, MT next, bool is_transparent)
IMPORT MT m_keys (EveryApi &ev, std::vector< MT > vec, std::string keys)
IMPORT MT 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)
IMPORT MT 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)
IMPORT MT toon_border (EveryApi &ev, MT next, float border_width, unsigned int color, bool is_gltf)
IMPORT ARR material_pack_1 (EveryApi &ev)
IMPORT MT m_def (EveryApi &ev)
IMPORT MT skeletal (EveryApi &ev)
IMPORT MT texture (EveryApi &ev, BM bm, float mix)
IMPORT MT textureid (EveryApi &ev, TXID txid, float mix)
IMPORT MT texture_many (EveryApi &ev, std::vector< BM > vec, float mix)
IMPORT MT colour_material (EveryApi &ev, float mix, bool color_from_pts=false)
IMPORT MT many_texture_id_material (EveryApi &ev, std::string mtl_url, std::string url_prefix, float mix, int start_range, int end_range)
IMPORT MT texture_cubemap (EveryApi &ev, std::vector< BM > vec, float mix, float mix2)
IMPORT MT texture_many2 (EveryApi &ev, float mix)
IMPORT MT texture_arr (EveryApi &ev, std::vector< BM > vec, int sx, int sy, float mix)
IMPORT MT 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)
IMPORT MT 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)
IMPORT MT gltf_material_env (EveryApi &ev, TF model0, int material_id, float mix, BM diffuse_env, BM specular_env, BM bfrd)
IMPORT MT 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)
IMPORT MT glow_edge (EveryApi &ev, MT next, float light_level, float gray_level, float edge_pos)
IMPORT MT 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)
IMPORT MT adjust (EveryApi &ev, MT nxt, unsigned int ad_color, float ad_dark, float ad_light)
IMPORT MT 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)
IMPORT MT 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)
IMPORT MT 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)
IMPORT ARR 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)
IMPORT ARR p_dup (EveryApi &ev, P obj, int count)
IMPORT ARR m_dup (EveryApi &ev, MT mat, int count)
IMPORT ARR 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)
IMPORT MT edge (EveryApi &ev, MT nxt, float edge_width, unsigned int edge_color)
IMPORT MT gi (EveryApi &ev, MT nxt, PTS points, float obj_size)
IMPORT MT 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)
IMPORT MT fog (EveryApi &ev, MT nxt, float fog_dist, unsigned int dark_color, unsigned int light_color)
IMPORT MT 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)
IMPORT MT 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)
IMPORT MT 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)
IMPORT ML 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)
IMPORT ML 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)
IMPORT ML 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)
IMPORT MT dyn_lights (EveryApi &ev, MT nxt, float light_pos_x, float light_pos_y, float light_pos_z, float dist, MN dyn_point)
IMPORT MT 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)
IMPORT MT snow (EveryApi &ev, MT nxt, unsigned int color1=0xffaaaaaa, unsigned int color2=0xffeeeeee, unsigned int color3=0xffffffff, float mix_val=0.5f)
IMPORT MT shading1 (EveryApi &ev, MT nxt, float mix_val, float mix_val2)
IMPORT MT shading2 (EveryApi &ev, MT nxt, unsigned int color1, unsigned int colo2, unsigned int color3)
IMPORT MT flat (EveryApi &ev, MT nxt, unsigned int color1, unsigned int color2, unsigned int color3)
IMPORT MT fur (EveryApi &ev, MT nxt, PT center, float dist, float max_angle, int count, float size, int cone_numfaces)
IMPORT MT 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)
IMPORT MT choose_color (EveryApi &ev, MT nxt, unsigned int color, float mix_val)
IMPORT MT brashmetal (EveryApi &ev, MT nxt, int count, bool web)
IMPORT MT marble (EveryApi &ev, MT nxt, int count, float cubesize)
IMPORT MT web (EveryApi &ev, MT nxt, float val=1.01, float linewidth=2.0, unsigned int color=0xff000000)
IMPORT MT bevel (EveryApi &ev, MT nxt, float dir, float linewidth)
IMPORT MT bloom (EveryApi &ev, MT nxt, BM bm, float r_cut, float g_cut, float b_cut, float pixel_x, float pixel_y)
IMPORT MT dist_field_mesh (EveryApi &ev, SFO sfo, MT next)
IMPORT MT mesh_color_from_sfo (EveryApi &ev, SFO sfo, MT next)
IMPORT MT sfo_sandbox (EveryApi &ev, SFO sfo, MT next)
IMPORT MT combine_materials (EveryApi &ev, MT mat1, MT mat2)
IMPORT MT fade (EveryApi &ev, MT next, float start_time, float end_time, float start_time2, float end_time2)
IMPORT ML bind (P p, MT mat)
IMPORT ML bind_inst (P p, PTS pts, MT mat)
IMPORT VA bind_inst_va_prepare (P p, MT mat)
IMPORT ML bind_inst_va (VA va, PTS pts, MT mat, float level)
IMPORT ML bind_inst_matrix (P p, MS ms, MT mat)
IMPORT ML bind_inst2 (P p, PTA pta, MT mat)
IMPORT ML bind_inst_fade (P p, PTS pts, MT mat, bool flip, float start_time, float end_time)
IMPORT ML render_instanced_ml (EveryApi &ev, P p, PTS pts, bool color_from_pts=false)
IMPORT ML render_instanced_ml_matrix (EveryApi &ev, P p, MS pts, bool color_from_matrix=false)
IMPORT ML render_instanced_ml_fade (EveryApi &ev, P p, PTS pts, bool flip, float start_time, float end_time, bool color_from_pts=false)
IMPORT ML 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 >())
IMPORT ML render_instanced_ml_texture_id (EveryApi &ev, P p, PTS pts, std::vector< TXID > *vec)
IMPORT ML render_instanced_ml_cubemap (EveryApi &ev, P p, PTS pts, std::vector< BM > vec)
IMPORT ML render_instanced_ml_texture2 (EveryApi &ev, P p, PTS pts)
IMPORT ML 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 >())
IMPORT ML render_instanced_ml_texture_id_matrix (EveryApi &ev, P p, MS pts, std::vector< TXID > *vec)
IMPORT ML render_instanced_ml_cubemap_matrix (EveryApi &ev, P p, MS pts, std::vector< BM > vec)
IMPORT ML render_instanced_ml_texture2_matrix (EveryApi &ev, P p, MS pts)
IMPORT ML render_instanced_ml_fade_texture (EveryApi &ev, P p, PTS pts, bool flip, float start_time, float end_time, std::vector< BM > vec)
IMPORT ML render_instanced2_ml (EveryApi &ev, VA va, PTA pta, bool color_from_pts=false)
IMPORT ML render_instanced2_ml_texture (EveryApi &ev, VA va, PTA pta, std::vector< BM > vec)
IMPORT ML render_instanced2_ml_texture2 (EveryApi &ev, VA va, PTA pta)
IMPORT ML render_instanced2_ml_texture_id (EveryApi &ev, VA va, PTA pta, std::vector< TXID > *vec)
IMPORT ML render_instanced2_ml_matrix (EveryApi &ev, VA va, MSA pta)
IMPORT ML render_instanced2_ml_fade (EveryApi &ev, VA va, PTA pta, bool flip, float start_time, float end_time)

Constructor & Destructor Documentation

◆ MaterialsApi()

GameApi::MaterialsApi::MaterialsApi ( Env & e)

Member Function Documentation

◆ acesfilm_material()

EXPORT GameApi::MT GameApi::MaterialsApi::acesfilm_material ( EveryApi & ev,
MT next )
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◆ adjust()

EXPORT GameApi::MT GameApi::MaterialsApi::adjust ( EveryApi & ev,
MT nxt,
unsigned int ad_color,
float ad_dark,
float ad_light )
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◆ bevel()

EXPORT GameApi::MT GameApi::MaterialsApi::bevel ( EveryApi & ev,
MT nxt,
float dir,
float linewidth )
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◆ bind()

EXPORT GameApi::ML GameApi::MaterialsApi::bind ( P p,
MT mat )
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◆ bind_inst()

EXPORT GameApi::ML GameApi::MaterialsApi::bind_inst ( P p,
PTS pts,
MT mat )
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◆ bind_inst2()

EXPORT GameApi::ML GameApi::MaterialsApi::bind_inst2 ( P p,
PTA pta,
MT mat )
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◆ bind_inst_fade()

EXPORT GameApi::ML GameApi::MaterialsApi::bind_inst_fade ( P p,
PTS pts,
MT mat,
bool flip,
float start_time,
float end_time )
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◆ bind_inst_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::bind_inst_matrix ( P p,
MS ms,
MT mat )
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◆ bind_inst_va()

EXPORT GameApi::ML GameApi::MaterialsApi::bind_inst_va ( VA va,
PTS pts,
MT mat,
float level )

◆ bind_inst_va_prepare()

EXPORT GameApi::VA GameApi::MaterialsApi::bind_inst_va_prepare ( P p,
MT mat )

◆ bloom()

EXPORT GameApi::MT GameApi::MaterialsApi::bloom ( EveryApi & ev,
MT nxt,
BM bm,
float r_cut,
float g_cut,
float b_cut,
float pixel_x,
float pixel_y )
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◆ brashmetal()

EXPORT GameApi::MT GameApi::MaterialsApi::brashmetal ( EveryApi & ev,
MT nxt,
int count,
bool web )
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◆ bump_phong()

EXPORT GameApi::MT 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 )
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◆ choose_color()

EXPORT GameApi::MT GameApi::MaterialsApi::choose_color ( EveryApi & ev,
MT nxt,
unsigned int color,
float mix_val )
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◆ choose_material()

GameApi::MT GameApi::MaterialsApi::choose_material ( EveryApi & ev,
int i )
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◆ colour_material()

EXPORT GameApi::MT GameApi::MaterialsApi::colour_material ( EveryApi & ev,
float mix,
bool color_from_pts = false )
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◆ coloured_lights()

EXPORT GameApi::MT 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,
GameApi::PT pos_1,
GameApi::PT pos_2,
GameApi::PT pos_3,
GameApi::PT pos_4,
GameApi::PT pos_5,
GameApi::PT pos_6,
GameApi::PT pos_7,
GameApi::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 )
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◆ combine_materials()

GameApi::MT GameApi::MaterialsApi::combine_materials ( EveryApi & ev,
MT mat1,
MT mat2 )
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◆ discard_material()

EXPORT GameApi::MT GameApi::MaterialsApi::discard_material ( EveryApi & ev,
MT next )
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◆ dist_field_mesh()

GameApi::MT GameApi::MaterialsApi::dist_field_mesh ( EveryApi & ev,
SFO sfo,
MT next )
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◆ dyn_lights()

EXPORT GameApi::MT 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 )
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◆ edge()

EXPORT GameApi::MT GameApi::MaterialsApi::edge ( EveryApi & ev,
MT nxt,
float edge_width,
unsigned int edge_color )
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◆ fade()

EXPORT GameApi::MT GameApi::MaterialsApi::fade ( EveryApi & ev,
MT next,
float start_time,
float end_time,
float start_time2,
float end_time2 )
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◆ flat()

EXPORT GameApi::MT GameApi::MaterialsApi::flat ( EveryApi & ev,
MT nxt,
unsigned int color1,
unsigned int color2,
unsigned int color3 )
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◆ fog()

EXPORT GameApi::MT GameApi::MaterialsApi::fog ( EveryApi & ev,
MT nxt,
float fog_dist,
unsigned int dark_color,
unsigned int light_color )
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◆ fur()

EXPORT GameApi::MT GameApi::MaterialsApi::fur ( EveryApi & ev,
MT nxt,
PT center,
float dist,
float max_angle,
int count,
float size,
int cone_numfaces )
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◆ generic_screenspace_material00()

GameApi::SMT GameApi::MaterialsApi::generic_screenspace_material00 ( EveryApi & ev,
SMT next,
SHI vertex,
SHI fragment )
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◆ generic_shader_material0()

GameApi::MT GameApi::MaterialsApi::generic_shader_material0 ( EveryApi & ev,
MT next,
std::string funcname,
std::string vertexshadercode_url,
std::string fragmentshadercode_url )
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◆ generic_shader_material00()

GameApi::MT GameApi::MaterialsApi::generic_shader_material00 ( EveryApi & ev,
MT next,
SHI vertex,
SHI fragment,
std::vector< TXID > vec )
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◆ generic_shader_material1()

GameApi::MT GameApi::MaterialsApi::generic_shader_material1 ( EveryApi & ev,
MT next,
SHP params,
std::string funcname,
std::string vertexshadercode_url,
std::string fragmentshadercode_url )
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◆ generic_shader_material2()

GameApi::MT GameApi::MaterialsApi::generic_shader_material2 ( EveryApi & ev,
MT next,
SHP params,
std::string funcname,
std::string vertexshadercode_url,
std::string fragmentshadercode_url,
std::vector< SHI > children )
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◆ gi()

EXPORT GameApi::MT GameApi::MaterialsApi::gi ( EveryApi & ev,
MT nxt,
PTS points,
float obj_size )
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◆ glow_edge()

EXPORT GameApi::MT GameApi::MaterialsApi::glow_edge ( EveryApi & ev,
MT next,
float light_level,
float gray_level,
float edge_pos )
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◆ gltf_anim_material()

GameApi::MT GameApi::MaterialsApi::gltf_anim_material ( GameApi::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 )
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◆ gltf_anim_material2()

GameApi::MT GameApi::MaterialsApi::gltf_anim_material2 ( GameApi::EveryApi & ev,
TF model0,
int skin_num,
int num_timeindexes,
MT next,
std::string keys,
int mode,
TRA anim_transfer_id,
int frame_skip )
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◆ gltf_material()

GameApi::MT 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 )
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◆ gltf_material3()

GameApi::MT GameApi::MaterialsApi::gltf_material3 ( GameApi::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 )
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◆ gltf_material_env()

GameApi::MT GameApi::MaterialsApi::gltf_material_env ( EveryApi & ev,
TF model0,
int material_id,
float mix,
BM diffuse_env,
BM specular_env,
BM bfrd )
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◆ gltf_material_from_file()

GameApi::MT GameApi::MaterialsApi::gltf_material_from_file ( GameApi::EveryApi & ev,
std::string url,
float light_dir_x,
float light_dir_y,
float light_dir_z )
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◆ gltf_material_manual()

GameApi::MT GameApi::MaterialsApi::gltf_material_manual ( EveryApi & ev,
float mix,
float self_mult,
float rest_mult,
BM baseColor,
BM metalrough,
BM normaltexture,
BM occlusion,
BM emissive,
bool baseColor_b,
bool metalrough_b,
bool normaltexture_b,
bool occlusion_b,
bool emissive_b,
float roughnessfactor,
float metallicfactor,
float baseColor_red,
float baseColor_green,
float baseColor_blue,
float baseColor_alpha,
float occulsionstrength,
float light_dir_x,
float light_dir_y,
float light_dir_z )
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◆ gltf_newshadow2()

EXPORT GameApi::ML 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 )

◆ hires()

GameApi::MT GameApi::MaterialsApi::hires ( EveryApi & ev,
MT mat,
int size,
int numsampled,
float blur_radius )
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◆ m_apply_phong()

EXPORT GameApi::ARR 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 )
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◆ m_apply_phong_color()

EXPORT GameApi::ARR 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 )
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◆ m_def()

EXPORT GameApi::MT GameApi::MaterialsApi::m_def ( EveryApi & ev)
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◆ m_dup()

EXPORT GameApi::ARR GameApi::MaterialsApi::m_dup ( EveryApi & ev,
MT mat,
int count )
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◆ m_keys()

GameApi::MT GameApi::MaterialsApi::m_keys ( EveryApi & ev,
std::vector< MT > vec,
std::string keys )
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◆ many_texture_id_material()

GameApi::MT GameApi::MaterialsApi::many_texture_id_material ( GameApi::EveryApi & ev,
std::string mtl_url,
std::string url_prefix,
float mix,
int start_range,
int end_range )
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◆ marble()

EXPORT GameApi::MT GameApi::MaterialsApi::marble ( EveryApi & ev,
MT nxt,
int count,
float cubesize )
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◆ material_pack_1()

GameApi::ARR GameApi::MaterialsApi::material_pack_1 ( GameApi::EveryApi & ev)

◆ mesh_color_from_sfo()

GameApi::MT GameApi::MaterialsApi::mesh_color_from_sfo ( EveryApi & ev,
SFO sfo,
MT next )
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◆ mt_alt()

EXPORT GameApi::MT GameApi::MaterialsApi::mt_alt ( EveryApi & ev,
std::vector< MT > v,
int index )
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◆ mt_empty()

EXPORT GameApi::MT GameApi::MaterialsApi::mt_empty ( EveryApi & ev)
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◆ newshadow()

EXPORT GameApi::MT 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,
GameApi::MT shadow_mat )

◆ newshadow2_gltf()

EXPORT GameApi::ML 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 )
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◆ newshadow2_phong()

EXPORT GameApi::ML 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 )
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◆ noise()

GameApi::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 )
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◆ p_dup()

EXPORT GameApi::ARR GameApi::MaterialsApi::p_dup ( EveryApi & ev,
P obj,
int count )
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◆ phong()

EXPORT GameApi::MT 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 )
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◆ phong2()

EXPORT GameApi::MT 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 )
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◆ phong3_material()

GameApi::MT GameApi::MaterialsApi::phong3_material ( EveryApi & ev,
MT next,
unsigned int ambient,
unsigned int highlight,
float pow )
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◆ progressmaterial()

GameApi::MT GameApi::MaterialsApi::progressmaterial ( MT nxt,
void(* fptr )(void *),
void * data )

◆ reload_material()

GameApi::MT GameApi::MaterialsApi::reload_material ( EveryApi & ev,
MT next,
std::string name,
P default_p,
MT default_mat )
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◆ render_instanced2_ml()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml ( GameApi::EveryApi & ev,
VA va,
PTA pta,
bool color_from_pts = false )
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◆ render_instanced2_ml_fade()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml_fade ( GameApi::EveryApi & ev,
VA va,
PTA pta,
bool flip,
float start_time,
float end_time )

◆ render_instanced2_ml_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml_matrix ( GameApi::EveryApi & ev,
VA va,
MSA pta )

◆ render_instanced2_ml_texture()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml_texture ( GameApi::EveryApi & ev,
GameApi::VA va,
GameApi::PTA pta,
std::vector< BM > vec )

◆ render_instanced2_ml_texture2()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml_texture2 ( GameApi::EveryApi & ev,
VA va,
PTA pta )

◆ render_instanced2_ml_texture_id()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced2_ml_texture_id ( GameApi::EveryApi & ev,
GameApi::VA va,
GameApi::PTA pta,
std::vector< TXID > * vec )

◆ render_instanced_ml()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml ( GameApi::EveryApi & ev,
P p,
PTS pts,
bool color_from_pts = false )
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◆ render_instanced_ml_cubemap()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_cubemap ( GameApi::EveryApi & ev,
P p,
PTS pts,
std::vector< BM > vec )

◆ render_instanced_ml_cubemap_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_cubemap_matrix ( GameApi::EveryApi & ev,
P p,
MS pts,
std::vector< BM > vec )

◆ render_instanced_ml_fade()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_fade ( GameApi::EveryApi & ev,
P p,
PTS pts,
bool flip,
float start_time,
float end_time,
bool color_from_pts = false )
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◆ render_instanced_ml_fade_texture()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_fade_texture ( GameApi::EveryApi & ev,
P p,
PTS pts,
bool flip,
float start_time,
float end_time,
std::vector< BM > vec )

◆ render_instanced_ml_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_matrix ( GameApi::EveryApi & ev,
P p,
MS pts,
bool color_from_matrix = false )

◆ render_instanced_ml_texture()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture ( GameApi::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>() )

◆ render_instanced_ml_texture2()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture2 ( GameApi::EveryApi & ev,
P p,
PTS pts )

◆ render_instanced_ml_texture2_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture2_matrix ( GameApi::EveryApi & ev,
P p,
MS pts )

◆ render_instanced_ml_texture_id()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture_id ( GameApi::EveryApi & ev,
P p,
PTS pts,
std::vector< TXID > * vec )

◆ render_instanced_ml_texture_id_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture_id_matrix ( GameApi::EveryApi & ev,
P p,
MS pts,
std::vector< TXID > * vec )

◆ render_instanced_ml_texture_matrix()

EXPORT GameApi::ML GameApi::MaterialsApi::render_instanced_ml_texture_matrix ( GameApi::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>() )

◆ screenspace_bloom()

GameApi::SMT GameApi::MaterialsApi::screenspace_bloom ( EveryApi & ev,
SMT next,
float cut_x,
float cut_y,
float cut_z,
float x_amount,
float y_amount )
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◆ sfo_sandbox()

GameApi::MT GameApi::MaterialsApi::sfo_sandbox ( EveryApi & ev,
SFO sfo,
MT next )
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◆ shading1()

EXPORT GameApi::MT GameApi::MaterialsApi::shading1 ( EveryApi & ev,
MT nxt,
float mix_val,
float mix_val2 )
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◆ shading2()

EXPORT GameApi::MT GameApi::MaterialsApi::shading2 ( EveryApi & ev,
MT nxt,
unsigned int color1,
unsigned int colo2,
unsigned int color3 )
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◆ shadow()

EXPORT GameApi::MT GameApi::MaterialsApi::shadow ( EveryApi & ev,
GameApi::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 )

◆ shadow2()

EXPORT GameApi::MT GameApi::MaterialsApi::shadow2 ( EveryApi & ev,
GameApi::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 )

◆ skeletal()

EXPORT GameApi::MT GameApi::MaterialsApi::skeletal ( EveryApi & ev)
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◆ snow()

EXPORT GameApi::MT GameApi::MaterialsApi::snow ( EveryApi & ev,
MT nxt,
unsigned int color1 = 0xffaaaaaa,
unsigned int color2 = 0xffeeeeee,
unsigned int color3 = 0xffffffff,
float mix_val = 0.5f )
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◆ ss_def()

GameApi::SMT GameApi::MaterialsApi::ss_def ( GameApi::EveryApi & ev)
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◆ texture()

EXPORT GameApi::MT GameApi::MaterialsApi::texture ( EveryApi & ev,
BM bm,
float mix )
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◆ texture_arr()

EXPORT GameApi::MT GameApi::MaterialsApi::texture_arr ( EveryApi & ev,
std::vector< BM > vec,
int sx,
int sy,
float mix )
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◆ texture_cubemap()

EXPORT GameApi::MT GameApi::MaterialsApi::texture_cubemap ( EveryApi & ev,
std::vector< BM > vec,
float mix,
float mix2 )
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◆ texture_many()

EXPORT GameApi::MT GameApi::MaterialsApi::texture_many ( EveryApi & ev,
std::vector< BM > vec,
float mix )
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◆ texture_many2()

EXPORT GameApi::MT GameApi::MaterialsApi::texture_many2 ( EveryApi & ev,
float mix )
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◆ textureid()

EXPORT GameApi::MT GameApi::MaterialsApi::textureid ( EveryApi & ev,
TXID txid,
float mix )
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◆ toon_border()

EXPORT GameApi::MT GameApi::MaterialsApi::toon_border ( EveryApi & ev,
MT next,
float border_width,
unsigned int color,
bool is_gltf )
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◆ transparent_material()

GameApi::MT GameApi::MaterialsApi::transparent_material ( EveryApi & ev,
BM bm,
MT next,
bool is_transparent )
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◆ vertex_phong()

EXPORT GameApi::MT 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 )
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◆ water()

EXPORT GameApi::MT 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 )
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◆ web()

EXPORT GameApi::MT GameApi::MaterialsApi::web ( EveryApi & ev,
MT nxt,
float val = 1.01,
float linewidth = 2.0,
unsigned int color = 0xff000000 )
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The documentation for this class was generated from the following files: