Torque3D/Engine/source/materials
Areloch d06c99a088 Adds function to get material definition by mapTo usage
Re-enables logic for looking up existing material(generally just for in-place autoimport) and creates the material asset off of that. Also adds logic to look up the mapTo if it exists if the material name lookup fails.
Adds initial pass at re-enabling the sis file support for shape importing. In the event the UseManualShapeConfigRules setting is disabled(which it is by default) it will try and find the matching sis file and apply the rules from that to the config. Once the processing/import is done on the shape, the cached values of the main config are restored again.
Adds initial fbx.sis file. Needs to have the fields standardized to the config names.
2020-08-24 04:41:17 -05:00
..
baseMaterialDefinition.h adds alphatest shadows for translucent objects 2020-03-01 10:47:25 -06:00
baseMatInstance.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
baseMatInstance.h Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
customMaterialDefinition.cpp Fix preprocessor directive 2015-02-25 21:12:01 +01:00
customMaterialDefinition.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
customShaderBindingData.h uninitialized variables-materials 2020-05-11 15:59:22 -05:00
materialDefinition.cpp Reworks the terrain loader code to work with the assets. 2020-06-25 23:33:01 -05:00
materialDefinition.h Reworks the terrain loader code to work with the assets. 2020-06-25 23:33:01 -05:00
materialFeatureData.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialFeatureData.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialFeatureTypes.cpp from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 2020-07-14 14:08:12 -05:00
materialFeatureTypes.h from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 2020-07-14 14:08:12 -05:00
materialList.cpp Updated Assimp 2020-03-19 09:47:38 -05:00
materialList.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialManager.cpp Adds function to get material definition by mapTo usage 2020-08-24 04:41:17 -05:00
materialManager.h Adds function to get material definition by mapTo usage 2020-08-24 04:41:17 -05:00
materialParameters.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
matInstance.cpp Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
matInstance.h Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
matInstanceHook.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matInstanceHook.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matStateHint.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matStateHint.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
matTextureTarget.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
matTextureTarget.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
miscShdrDat.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
processedCustomMaterial.cpp Removes current implement of shadow caching 2019-12-13 01:14:03 -06:00
processedCustomMaterial.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
processedFFMaterial.cpp strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
processedFFMaterial.h Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
processedMaterial.cpp Updated Assimp 2020-03-19 09:47:38 -05:00
processedMaterial.h Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
processedShaderMaterial.cpp from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 2020-07-14 14:08:12 -05:00
processedShaderMaterial.h preliminary glowmap+glowmul feature augmentation math 2019-10-30 18:29:11 -05:00
sceneData.h Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
shaderData.cpp shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
shaderData.h Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 2014-11-08 17:50:37 +01:00
shaderMaterialParameters.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
shaderMaterialParameters.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00