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Material.h
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Definition Graphics.h:56
Packages shading method + surface parameters into one attachable asset.
Definition Material.h:26
float getFloat(const std::string &name) const
Definition Material.cpp:58
void setNormalTexture(Texture *texture)
Definition Material.h:43
void setAlbedoTexture(Texture *texture)
Definition Material.h:40
bool hasParam(const std::string &name) const
Optional named float knobs (style / custom shader params).
Definition Material.cpp:54
void setHeightTexture(Texture *texture)
Definition Material.h:46
~Material()=default
float getTexCellBombRotation() const
Definition Material.h:68
float getTexCellBombStrength() const
Definition Material.h:67
void setReceiveShadow(bool receive)
Definition Material.h:81
Material & operator=(const Material &)=delete
Material()=default
float getTexCellBombScale() const
Definition Material.h:66
float getParallaxMinLayers() const
Definition Material.h:72
bool isTransparentHair() const
True when this material should go through the hair transparent pass.
Definition Material.cpp:68
void setShadingModel(const std::string &model)
"pbr" | "unlit" | "hair" | "custom" (unknown → pbr).
Definition Material.cpp:9
void setTexCellBomb(float cellScale, float strength, float rotAmount=1.f)
Definition Material.cpp:34
void setTint(float r, float g, float b, float a=1.f)
Definition Material.cpp:19
void setParallax(float scale, float minLayers=8.f, float maxLayers=32.f)
Definition Material.cpp:40
Material(const Material &)=delete
float getParallaxMaxLayers() const
Definition Material.h:73
void bind(Graphics &gfx) const
Push this material onto Graphics mesh3d state for the next draw. Does not issue the draw itself.
Definition Material.cpp:72
void setFloat(const std::string &name, float value)
Definition Material.cpp:56
Shader * effectiveShader() const
Effective shader for Mesh3D draws (may be null → default PBR pipeline).
Definition Material.cpp:63
void setShader(Shader *shader)
Optional Mesh3D / hair Shader. nullptr → built-in path for the shading model.
Definition Material.h:50
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:17
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Definition AnimTrail.h:6
One mesh + material slot on a multi-part model (Assimp mesh / body region). When Material* is null,...
Definition Material.h:134