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RE_Material Member List

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

addUVSet(const UT_StringRef &uv)RE_Material
allowShaders(bool yes)RE_Materialinline
allowShaders() const RE_Materialinline
alpha() const RE_Materialinline
ALPHA_BLEND enum valueRE_Material
AlphaMode enum nameRE_Material
amb(unsigned idx) const RE_Materialinline
amb() const RE_Materialinline
areTexturesPending()RE_Materialinline
assignShader(RE_Shader *sh, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE, bool owned=true)RE_Material
assignShader(UT_UniquePtr< RE_Shader > &&sh, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE)RE_Material
assignShaderRef(int shader_program_id, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE)RE_Material
assignTextureMap(RE_Texture *tex, RE_TexMapType maptype, int index=0)RE_Material
BLINN enum valueRE_Material
BUMP enum valueRE_Material
checkForCacheUpdate(int cache_serial, fpreal t)RE_Materialinline
clearDiffuseMap()RE_Material
clearEnvMapOverride()RE_Materialstatic
clearGameLayers()RE_Material
clearReflectionMap()RE_Materialinline
clearTexture(RE_Render *r)RE_Material
clearTextureLayer(int layer)RE_Material
clearTextureMap(RE_TexMapType maptype, int index=0)RE_Material
clearUVSets()RE_Material
clearUVTransform(RE_TexMapType maptype, int layer=0)RE_Material
cloneWithoutTexture() const RE_Material
COAT_INTENSITY enum valueRE_Material
COAT_ROUGHNESS enum valueRE_Material
coatIntensity() const RE_Materialinline
coatRoughness() const RE_Materialinline
createShader(RE_Render *r, const char *name=nullptr, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE)RE_Material
customShaderDirty() const RE_Materialinline
CUTOUT_ALPHA enum valueRE_Material
decref()RE_Materialinline
dependencies()RE_Materialinline
diff(unsigned idx) const RE_Materialinline
diff() const RE_Materialinline
DIFFUSE enum valueRE_Material
diffuseRoughness() const RE_Materialinline
dirty(bool dirty=true)RE_Materialinline
dirtyMatNet(bool dirty=true)RE_Materialinline
DISPLACE_NORMAL enum valueRE_Material
DISPLACE_VECTOR_OBJECT enum valueRE_Material
DISPLACE_VECTOR_TANGENT enum valueRE_Material
DISPLACE_VECTOR_WORLD enum valueRE_Material
DISPLACEMENT enum valueRE_Material
doLighting(bool yes)RE_Material
EMISSION enum valueRE_Material
emit(unsigned idx) const RE_Materialinline
emit() const RE_Materialinline
enableHairParameters(bool e)RE_Materialinline
ENVIRONMENT enum valueRE_Material
fetchRegOrUDIM(const UT_StringRef &tex_name, const UT_StringRef &node_path, RE_TextureMap *&map, bool allow_preload=false, const char *uvtile_marker=nullptr)RE_Materialstatic
FILM_SURFACE enum valueRE_Material
finishTextureSetup(RE_Render *r, bool preload, bool draw_textured)RE_Material
GAME_BLEND enum valueRE_Material
gameMatBlock() const RE_Materialinline
GAMES_SURFACE enum valueRE_Material
getAlphaCutoff() const RE_Materialinline
getAlphaMode() const RE_Materialinline
getAnisotropySamples() const RE_Materialinline
getBumpMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getCoatIntensity() const RE_Materialinline
getCoatIntensityMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getCoatRoughness() const RE_Materialinline
getCoatRoughnessMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getCoatSpecuarModel() const RE_Materialinline
getCurrentTime() const RE_Materialinline
getDiffuseMap(RE_Render *r, int layer, bool preload=false, bool mat_changed=true)RE_Material
getDisplaceLOD() const RE_Materialinline
getDisplaceMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getEmissionMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getEnvMap(RE_Render *r, bool preload=false)RE_Material
getEnvMapOverride()RE_Materialstatic
getHairAlphaRamp(RE_Render *r, bool preload=false)RE_Material
getHairDiffuseMap(RE_Render *r, bool preload=false)RE_Material
getHairDiffuseRamp(RE_Render *r, bool preload=false)RE_Material
getHairSpecularMap(RE_Render *r, bool preload=false)RE_Material
getHairSpecularRamp(RE_Render *r, bool preload=false)RE_Material
getIOR() const RE_Materialinline
getLayerUVSet(int layer) const RE_Material
getMaterialName() const RE_Materialinline
getMaterialTextureBinding(const UT_StringRef &texname)RE_Materialstatic
getMaterialType() const RE_Materialinline
getMatNetName() const RE_Materialinline
getMatXNodeVersion() const RE_Materialinline
getMatXTexture(int index) const RE_Material
getMaxTextureSize(int &w, int &h)RE_Materialinline
getMemoryUsage(bool inclusive) const RE_Material
getMetallicMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getNodeId() const RE_Materialinline
getNodePath() const RE_Materialinline
getNormalMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getNumDiffuseLayers() const RE_Materialinline
getOcclusionMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getOpacityMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getOverrides() const RE_Materialinline
getReflection() const RE_Material
getReflectionAmountMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getRoughnessMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getShader(RE_ShaderTarget sht=RE_SHADER_TARGET_TRIANGLE) const RE_Materialinline
getShaderRefID(RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE) const RE_Materialinline
getSpecularMap(RE_Render *r, bool preload=false, bool mat_change=true)RE_Material
getSpecularModel() const RE_Materialinline
getSpecularTint() const RE_Materialinline
getTextureFormat() const RE_Materialinline
getTextureMap(RE_TexMapType maptype, int index=0)RE_Material
getTextureMemLimitMB() const RE_Materialinline
getTextureScale() const RE_Materialinline
getUniqueId() const RE_Materialinline
getUVLayerRough(int layer) const RE_Material
getUVLayerTint(int layer) const RE_Material
getUVLayerUseTint(int layer) const RE_Material
getUVSets()RE_Material
getUVTransform(int layer, UT_Vector2F &t, fpreal &r, UT_Vector2F &s) const RE_Material
getUVTriplanarBlend(int layer) const RE_Material
getUVTriplanarOffset(int layer) const RE_Material
getUVTriplanarScale(int layer) const RE_Material
getUVTriplanarSharp(int layer) const RE_Material
getVersion() const RE_Materialinline
GGX enum valueRE_Material
HAIR_ALPHA enum valueRE_Material
HAIR_CURVE enum valueRE_Material
HAIR_DIFFUSE enum valueRE_Material
HAIR_DIFFUSE_BLEND enum valueRE_Material
HAIR_SPECULAR enum valueRE_Material
HAIR_SPECULAR_BLEND enum valueRE_Material
hairBlock() const RE_Materialinline
hasBumpMap() const RE_Materialinline
hasCoatIntensityMap() const RE_Materialinline
hasCoatRoughnessMap() const RE_Materialinline
hasCustomShader(RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE) const RE_Materialinline
hasDisplaceMap() const RE_Materialinline
hasDisplacement() const RE_Materialinline
hasEmissionMap() const RE_Materialinline
hasEnvMap() const RE_Materialinline
hasExplicitReflection() const RE_Materialinline
hasHairAlphaRamp() const RE_Materialinline
hasHairDiffuseMap() const RE_Materialinline
hasHairDiffuseRamp() const RE_Materialinline
hasHairSpecularMap() const RE_Materialinline
hasHairSpecularRamp() const RE_Materialinline
hasMetallicMap() const RE_Materialinline
hasNormalMap() const RE_Materialinline
hasOcclusionMap() const RE_Materialinline
hasOpacityMap() const RE_Materialinline
hasOverrides() const RE_Materialinline
hasReflectionAmountMap() const RE_Materialinline
hasRoughnessMap() const RE_Materialinline
hasShaderAlpha() const RE_Materialinline
hasShaderProgram(const char *program_file) const RE_Material
hasShaderSource(const char *vert_src, const char *geom_src, const char *frag_src, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE)RE_Material
hasSpecularMap() const RE_Materialinline
IGNORE_ALPHA enum valueRE_Material
incref()RE_Materialinline
isDefaultShader() const RE_Materialinline
isDirty(fpreal time) const RE_Materialinline
isLit() const RE_Materialinline
isMatCapTextured() const RE_Materialinline
isMatNetDirty() const RE_Materialinline
isShaderOwned(RE_ShaderTarget sht=RE_SHADER_TARGET_TRIANGLE) const RE_Materialinline
isTextured() const RE_Materialinline
isTimeDependent() const RE_Materialinline
isTransparent(bool check_diffuse_alpha) const RE_Material
isUVTriplanar(int layer) const RE_Material
limitTextureSize(bool limit, int w, int h)RE_Material
limitTextureSize() const RE_Materialinline
loadTextureMaps(RE_Render *r, bool preload_only=false)RE_Material
makeTexturesResident(RE_Render *r)RE_Material
markDefaultShader(bool def)RE_Materialinline
materialBlock() const RE_Materialinline
MATX_SURFACE enum valueRE_Material
metallic() const RE_Materialinline
METALLIC enum valueRE_Material
metallicEdgeTint() const RE_Materialinline
mipMapTextures(bool yes)RE_Material
mipMapTextures() const RE_Materialinline
needsTangentSpace() const RE_Materialinline
needsTextureUpdate() const RE_Materialinline
needsUVs() const RE_Materialinline
needTextureUpdate()RE_Materialinline
NMLMAP_OBJECT enum valueRE_Material
NMLMAP_TANGENT enum valueRE_Material
NMLMAP_WORLD enum valueRE_Material
NORMAL enum valueRE_Material
NUM_TEXMAP_TYPES enum valueRE_Material
OCCLUSION enum valueRE_Material
OPACITY enum valueRE_Material
operator=(const UT_NonCopyable &)=deleteUT_NonCopyableNS::UT_NonCopyableprotected
PHONG enum valueRE_Material
preloadMapsOnly(bool preload)RE_Materialinline
re_Displace enum nameRE_Material
RE_Material(const char *materialName)RE_Materialexplicit
RE_MaterialType enum nameRE_Material
re_NormalMapType enum nameRE_Material
RE_TexMapType enum nameRE_Material
reflection() const RE_Materialinline
REFLECTION_AMOUNT enum valueRE_Material
removeShader()RE_Material
removeTextureMap(RE_TexMapType maptype, int index=0)RE_Material
removeTexturesFromResident(RE_Render *r)RE_Material
reserveDiffuseLayers(int nlayers)RE_Material
restoreShader(RE_Render *r, RE_ShaderTarget sht=RE_SHADER_TARGET_TRIANGLE)RE_Material
roughness() const RE_Materialinline
ROUGHNESS enum valueRE_Material
setAlpha(float alpha_perp, float alpha_para=-1.0)RE_Material
setAlphaCutoff(fpreal alpha_val)RE_Material
setAlphaMode(AlphaMode mode)RE_Material
setAmb(float r, float g, float b)RE_Material
setAmbient(UT_Color col)RE_Material
setAmbient(const UT_Vector3F &col)RE_Materialinline
setAnisotropySamples(int samp)RE_Material
setCoatIntensity(fpreal i)RE_Material
setCoatIntensityParms(int component)RE_Material
setCoatRoughness(fpreal r)RE_Material
setCoatRoughnessParms(int component)RE_Material
setCoatSpecularModel(int spec_model)RE_Material
setDiff(float r, float g, float b)RE_Material
setDiffuse(UT_Color col)RE_Material
setDiffuse(const UT_Vector3F &col)RE_Materialinline
setDiffuseOverride(RE_Texture *diffuse)RE_Material
setDiffuseRoughness(fpreal r)RE_Material
setDisplaceLOD(float lod)RE_Materialinline
setDisplaceParms(float scale, float offset, float quality, re_Displace vector_space, bool y_up)RE_Material
setEmission(UT_Color col)RE_Material
setEmission(const UT_Vector3F &col)RE_Materialinline
setEmissionParms(bool use_matcap)RE_Material
setEmit(float r, float g, float b)RE_Material
setEnvMapOverride(RE_TextureHolder env_map, const UT_Matrix3F &rot, const UT_Vector3F &col)RE_Materialstatic
setEnvParms(float scale, const UT_Vector3 &rot, const UT_XformOrder &rord)RE_Material
setHairAlpha(float alpha, bool use_alpha_ramp)RE_Material
setHairDiffuse(float intensity, UT_Vector3F root_col, UT_Vector3F tip_col, bool use_map, bool use_ramp)RE_Material
setHairRandomize(bool random_hue, UT_Vector2F hue_range, bool random_sat, UT_Vector2F sat_range, bool random_int, UT_Vector2F int_range, bool random_spec_int, UT_Vector2F spec_int_range)RE_Material
setHairSpecular(float intensity, float angle, float shift, UT_Vector3F root_col, UT_Vector3F tip_col, bool use_map, bool use_ramp)RE_Material
setIOR(float ior)RE_Material
setMaterialType(RE_MaterialType type)RE_Material
setMatNetName(const UT_StringRef &mat_path)RE_Materialinline
setMatXNodeVersion(int64 version)RE_Materialinline
setMatXTexture(RE_TextureMap *map, int index)RE_Material
setMetallic(float metal)RE_Material
setMetallicEdge(const UT_Vector3F &metal)RE_Material
setMetallicParms(int component)RE_Material
setNeedsTangentSpace(bool b)RE_Materialinline
setNeedsUVs(bool uvs)RE_Materialinline
setNodePath(UT_StringHolder path, int node_id)RE_Material
setNormalParms(re_NormalMapType type, bool bias, UT_Vector2F scale, bool flip_x, bool flip_y, bool flip_z)RE_Material
setNumMatXTextures(int num)RE_Material
setOcclusionParms(int component)RE_Material
setOpacityMapParms(bool invert, int component)RE_Material
setOverrides(const UT_Options *overrides)RE_Material
setReflection(float r, bool explicit_r)RE_Material
setReflectionAmountParms(int component, bool affect_ior)RE_Material
setReflectionMap(RE_Texture *map)RE_Materialinline
setRoughness(float r)RE_Material
setRoughParms(bool invert_map, int component)RE_Material
setShaderAlpha(bool enabled)RE_Materialinline
setShaderProgram(const char *program_file)RE_Material
setShaderSource(const char *vert_src, const char *geom_src, const char *frag_src, RE_ShaderTarget ptype=RE_SHADER_TARGET_TRIANGLE)RE_Material
setShininess(float sh)RE_Material
setSpec(float r, float g, float b)RE_Material
setSpecular(UT_Color col)RE_Material
setSpecular(const UT_Vector3F &col)RE_Materialinline
setSpecularModel(int spec_model)RE_Material
setSpecularTint(fpreal t)RE_Material
setTextured(bool has_tex)RE_Materialinline
setTextureFormat(RE_TextureCompress format)RE_Material
setTextureMap(RE_TextureMap *map, bool give_ownership, RE_TexMapType maptype, const UT_StringRef &uv_set, int index=0)RE_Material
setTextureMemLimitMB(int mem)RE_Material
setTextureScale(float sc)RE_Material
setTimeDependent(bool timedep, fpreal t=0.0)RE_Materialinline
setTransparent(bool alpha)RE_Materialinline
setUVLayerTint(int layer, bool use_tint, UT_Vector4F tint, fpreal rough)RE_Material
setUVTransform(RE_TexMapType maptype, const UT_Matrix3F &xform, int layer=0)RE_Material
setUVTransform(int layer, UT_Vector2F t, fpreal r, UT_Vector2F s)RE_Material
setUVTriplanar(int layer, fpreal scale=1.0, fpreal sharp=1.0, UT_Vector3F blend=UT_Vector3F(1.0f), UT_Vector3F offset=UT_Vector3F(0.0f))RE_Material
setVersion(int64 v)RE_Materialinline
setVertexOverrides(const UT_StringMap< UT_StringHolder > &ovr)RE_Materialinline
spec(unsigned idx) const RE_Materialinline
spec() const RE_Materialinline
SPEC_ANGLE enum valueRE_Material
SPECULAR enum valueRE_Material
TERRAIN_SURFACE enum valueRE_Material
updateMaterialBlock(int layer, bool textured)RE_Material
updateShaderForMaterial(RE_Render *r, int layer, bool textured, RE_ShaderTarget sht=RE_SHADER_TARGET_TRIANGLE, RE_Shader *shader=nullptr, bool allow_partial=false)RE_Material
useGeometryColor(bool enable)RE_Material
useGeometryColor() const RE_Materialinline
usePackedColor(bool enable)RE_Material
usePackedColor() const RE_Materialinline
UT_NonCopyable()=defaultUT_NonCopyableNS::UT_NonCopyableprotected
UT_NonCopyable(const UT_NonCopyable &)=deleteUT_NonCopyableNS::UT_NonCopyableprotected
vertexOverrides() const RE_Materialinline
writeMaterialParmsToBlockGL4(RE_Render *r, RE_UniformBlock *block, int material_idx, int layer, bool lit, bool textured)RE_Material
~UT_NonCopyable()=defaultUT_NonCopyableNS::UT_NonCopyableprotected