Polyphase Game Engine
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MaterialLite Member List

This is the complete list of members for MaterialLite, including all inherited members.

ApplyGraphToParams()MaterialLite
ApplyGraphValues(NodeGraph *graph) overrideMaterialLitevirtual
As() constObjectinline
AsLite()Material
AsLite(Material *material)Materialstatic
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create() overrideMaterialLitevirtual
DECLARE_ASSET(MaterialLite, Material)MaterialLite
Material::DECLARE_ASSET(Material, Asset)Material
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideMaterialLitevirtual
DrawCustomProperty(Property &prop) overrideMaterialLitevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideMaterialLitevirtual
GetBlendMode() const overrideMaterialLitevirtual
GetColor() constMaterialLite
GetCullMode() const overrideMaterialLitevirtual
GetDirectoryFromPath(const std::string &path)Assetstatic
GetEmission() constMaterialLite
GetFresnelColor() constMaterialLite
GetFresnelPower() constMaterialLite
GetGraph()MaterialLiteinline
GetGraph() constMaterialLiteinline
GetLiteParams() constMaterialLite
GetMaskCutoff() const overrideMaterialLitevirtual
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetNodeGraph() overrideMaterialLiteinlinevirtual
GetOpacity() constMaterialLite
GetParameters()Material
GetRefCount() constAsset
GetResource()Material
GetScalarParameter(const std::string &name)Material
GetShadingModel() constMaterialLite
GetShininess() constMaterialLite
GetSortPriority() const overrideMaterialLitevirtual
GetSpecular() constMaterialLite
GetTevMode(uint32_t textureSlot)MaterialLite
GetTexture(uint32_t slot)MaterialLite
GetTextureParameter(const std::string &name)Material
GetToonSteps() constMaterialLite
GetTypeColor() overrideMaterialLitevirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt()Assetvirtual
GetTypeName() overrideMaterialLitevirtual
GetUuid() constAsset
GetUvMap(uint32_t textureSlot)MaterialLite
GetUvOffset(int32_t uvIndex=0) constMaterialLite
GetUvScale(int32_t uvIndex=0) constMaterialLite
GetVectorParameter(const std::string &name)Material
GetVertexColorMode() constMaterialLite
GetWrapLighting() constMaterialLite
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)MaterialLitestatic
HasNodeGraph() const overrideMaterialLiteinlinevirtual
Import(const std::string &path, ImportOptions *options) overrideMaterialLitevirtual
IncrementRefCount()Asset
InstanceRuntimeId() const =0Objectpure virtual
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsBase() constMaterialvirtual
IsDepthTestDisabled() const overrideMaterialLitevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsFresnelEnabled() constMaterialLite
IsInstance() constMaterialvirtual
IsLite() const overrideMaterialLitevirtual
IsLoaded() constAsset
IsRefCounted() constAsset
IsTransient() constAsset
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadLiteParams(Stream &stream, uint32_t version)MaterialLite
LoadStream(Stream &stream, Platform platform) overrideMaterialLitevirtual
MaterialLite()MaterialLite
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mGraphMaterialLiteprotected
mLiteParamsMaterialLiteprotected
mLoadedAssetprotected
mNameAssetprotected
mParametersMaterialprotected
mRefCountAssetprotected
mResourceMaterialprotected
mTransientAssetprotected
mTypeAssetprotected
mUseNodeGraphMaterialLiteprotected
mUuidAssetprotected
mVersionAssetprotected
New(Material *src=nullptr)MaterialLitestatic
OverwriteShaderParameters(std::vector< ShaderParameter > &dst, const std::vector< ShaderParameter > &src)Materialstatic
QueryInterface(RuntimeId id) constObjectinlinevirtual
ReadHeader(Stream &stream)Assetstatic
RuntimeName() const =0Objectpure virtual
RuntimeParentName() const =0Objectpure virtual
SaveFile(const char *path, Platform platform)Asset
SaveLiteParams(Stream &stream)MaterialLite
SaveStream(Stream &stream, Platform platform) overrideMaterialLitevirtual
SetApplyFog(bool applyFog)MaterialLite
SetBlendMode(BlendMode blendMode)MaterialLite
SetColor(const glm::vec4 &color)MaterialLite
SetCullMode(CullMode cullMode)MaterialLite
SetDepthTestDisabled(bool depthTest)MaterialLite
SetEmbedded(bool embed)Asset
SetEmission(float emission)MaterialLite
SetEngineAsset(bool engineAsset)Asset
SetFresnelColor(const glm::vec4 &color)MaterialLite
SetFresnelEnabled(bool enable)MaterialLite
SetFresnelPower(float power)MaterialLite
SetLiteParams(const MaterialLiteParams &params)MaterialLite
SetMaskCutoff(float cutoff)MaterialLite
SetName(const std::string &name)Asset
SetOpacity(float opacity)MaterialLite
SetScalarParameter(const std::string &name, float value)Material
SetShadingModel(ShadingModel shadingModel)MaterialLite
SetShininess(float shininess)MaterialLite
SetSortPriority(int32_t priority)MaterialLite
SetSpecular(float specular)MaterialLite
SetTevMode(uint32_t textureSlot, TevMode mode)MaterialLite
SetTexture(uint32_t slot, Texture *texture)MaterialLite
SetTextureParameter(const std::string &name, Texture *value)Material
SetToonSteps(uint32_t steps)MaterialLite
SetTransient(bool transient)Asset
SetUseNodeGraph(bool use)MaterialLite
SetUuid(uint64_t uuid)Asset
SetUvMap(uint32_t textureSlot, uint32_t uvMapIndex)MaterialLite
SetUvOffset(glm::vec2 offset, int32_t uvIndex=0)MaterialLite
SetUvScale(glm::vec2 scale, int32_t uvIndex=0)MaterialLite
SetVectorParameter(const std::string &name, glm::vec4 value)Material
SetVertexColorMode(VertexColorMode mode)MaterialLite
SetWrapLighting(float wrapLighting)MaterialLite
ShouldApplyFog() const overrideMaterialLitevirtual
ShouldSnapshotForPie() const overrideMaterialinlinevirtual
WriteHeader(Stream &stream)Asset
WriteShaderUniformParams(uint8_t *outData, uint32_t &outSize)Material
~Asset()Assetvirtual
~MaterialLite()MaterialLite
~Object()=defaultObjectvirtual