#include <Material.h>
◆ ~Material()
◆ Bind()
Binds a material for rendering
◆ GetPath()
const std::string& Material::GetPath |
( |
| ) |
|
|
inline |
◆ GetTexturePath()
const std::string& Material::GetTexturePath |
( |
u32 |
idx | ) |
|
|
inline |
◆ SetPath()
void Material::SetPath |
( |
const std::string & |
path | ) |
|
|
inline |
◆ SetShader()
void Material::SetShader |
( |
Shader * |
shader | ) |
|
|
inline |
◆ SetTexturePath()
void Material::SetTexturePath |
( |
const std::string & |
path, |
|
|
u32 |
idx |
|
) |
| |
|
inline |
◆ m_albedo
glm::vec3 Material::m_albedo = glm::vec3(1.0f, 1.0f, 1.0f) |
◆ m_albedoTex
◆ m_ao
float Material::m_ao = 0.0f |
◆ m_aoTex
◆ m_metallic
float Material::m_metallic = 0.0f |
◆ m_metallicTex
◆ m_normal
glm::vec3 Material::m_normal = glm::vec3(0.5f, 0.5, 1.0f) |
◆ m_normalTex
◆ m_roughness
float Material::m_roughness = 1.0f |
◆ m_roughnessTex
◆ m_shader
Shader* Material::m_shader = nullptr |
The documentation for this class was generated from the following files:
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/PipeLine/Material.h
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/PipeLine/Material.cpp