Polyphase Game Engine
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MaterialLiteParams Struct Reference

#include <MaterialLite.h>

Public Attributes

ShadingModel mShadingModel = ShadingModel::Lit
 
BlendMode mBlendMode = BlendMode::Opaque
 
VertexColorMode mVertexColorMode = VertexColorMode::Modulate
 
TextureRef mTextures [MATERIAL_LITE_MAX_TEXTURES]
 
uint8_t mUvMaps [MATERIAL_LITE_MAX_TEXTURES] = { }
 
TevMode mTevModes [MATERIAL_LITE_MAX_TEXTURES] = { TevMode::Replace, TevMode::Modulate, TevMode::Modulate, TevMode::Modulate }
 
glm::vec2 mUvOffsets [MAX_UV_MAPS] = { { 0.0f, 0.0f }, {0.0f, 0.0f} }
 
glm::vec2 mUvScales [MAX_UV_MAPS] = { { 1.0f, 1.0f }, {1.0f, 1.0f} }
 
glm::vec4 mColor = { 1.0f, 1.0f, 1.0f, 1.0f }
 
glm::vec4 mFresnelColor = { 1.0f, 0.0f, 0.0f, 0.0f }
 
float mEmission = 0.0f
 
float mWrapLighting = 0.0f
 
float mFresnelPower = 1.0f
 
float mSpecular = 0.0f
 
uint32_t mToonSteps = 2
 
float mOpacity = 1.0f
 
float mMaskCutoff = 0.5f
 
float mShininess = 32.0f
 
int32_t mSortPriority = 0
 
uint32_t mNumTextures = 1
 
bool mDisableDepthTest = false
 
bool mFresnelEnabled = false
 
bool mApplyFog = true
 
CullMode mCullMode = CullMode::Back
 

Member Data Documentation

◆ mApplyFog

bool MaterialLiteParams::mApplyFog = true

◆ mBlendMode

BlendMode MaterialLiteParams::mBlendMode = BlendMode::Opaque

◆ mColor

glm::vec4 MaterialLiteParams::mColor = { 1.0f, 1.0f, 1.0f, 1.0f }

◆ mCullMode

CullMode MaterialLiteParams::mCullMode = CullMode::Back

◆ mDisableDepthTest

bool MaterialLiteParams::mDisableDepthTest = false

◆ mEmission

float MaterialLiteParams::mEmission = 0.0f

◆ mFresnelColor

glm::vec4 MaterialLiteParams::mFresnelColor = { 1.0f, 0.0f, 0.0f, 0.0f }

◆ mFresnelEnabled

bool MaterialLiteParams::mFresnelEnabled = false

◆ mFresnelPower

float MaterialLiteParams::mFresnelPower = 1.0f

◆ mMaskCutoff

float MaterialLiteParams::mMaskCutoff = 0.5f

◆ mNumTextures

uint32_t MaterialLiteParams::mNumTextures = 1

◆ mOpacity

float MaterialLiteParams::mOpacity = 1.0f

◆ mShadingModel

ShadingModel MaterialLiteParams::mShadingModel = ShadingModel::Lit

◆ mShininess

float MaterialLiteParams::mShininess = 32.0f

◆ mSortPriority

int32_t MaterialLiteParams::mSortPriority = 0

◆ mSpecular

float MaterialLiteParams::mSpecular = 0.0f

◆ mTevModes

◆ mTextures

TextureRef MaterialLiteParams::mTextures[MATERIAL_LITE_MAX_TEXTURES]

◆ mToonSteps

uint32_t MaterialLiteParams::mToonSteps = 2

◆ mUvMaps

uint8_t MaterialLiteParams::mUvMaps[MATERIAL_LITE_MAX_TEXTURES] = { }

◆ mUvOffsets

glm::vec2 MaterialLiteParams::mUvOffsets[MAX_UV_MAPS] = { { 0.0f, 0.0f }, {0.0f, 0.0f} }

◆ mUvScales

glm::vec2 MaterialLiteParams::mUvScales[MAX_UV_MAPS] = { { 1.0f, 1.0f }, {1.0f, 1.0f} }

◆ mVertexColorMode

VertexColorMode MaterialLiteParams::mVertexColorMode = VertexColorMode::Modulate

◆ mWrapLighting

float MaterialLiteParams::mWrapLighting = 0.0f

The documentation for this struct was generated from the following file: