mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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496 lines
18 KiB
C++
496 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MATERIALDEFINITION_H_
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#define _MATERIALDEFINITION_H_
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#ifndef _BASEMATERIALDEFINITION_H_
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#include "materials/baseMaterialDefinition.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _GFXSTRUCTS_H_
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#include "gfx/gfxStructs.h"
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#endif
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef _DYNAMIC_CONSOLETYPES_H_
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#include "console/dynamicTypes.h"
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#endif
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#ifndef IMAGE_ASSET_H
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#include "T3D/assets/ImageAsset.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#ifndef SOUND_ASSET_H
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#include "T3D/assets/SoundAsset.h"
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#endif
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class CubemapData;
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class SFXTrack;
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struct SceneData;
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class FeatureSet;
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class FeatureType;
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class MaterialSoundProfile;
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class MaterialPhysicsProfile;
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/// The basic material definition.
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class Material : public BaseMaterialDefinition
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{
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typedef BaseMaterialDefinition Parent;
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public:
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static GFXCubemap* GetNormalizeCube();
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//-----------------------------------------------------------------------
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// Enums
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//-----------------------------------------------------------------------
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enum Constants
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{
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MAX_TEX_PER_PASS = 16, ///< Number of textures per pass
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MAX_STAGES = 4,
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NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
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};
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enum TexType
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{
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NoTexture = 0,
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Standard = 1,
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Detail,
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Bump,
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DetailBump,
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Env,
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Cube,
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SGCube, // scene graph cube - probably dynamic
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Lightmap,
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ToneMapTex,
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Mask,
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BackBuff,
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ReflectBuff,
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Misc,
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DynamicLight,
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DynamicLightMask,
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PhotometricMask,
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NormalizeCube,
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TexTarget,
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AccuMap,
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};
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enum BlendOp
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{
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None = 0,
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Mul,
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PreMul,
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Add,
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AddAlpha, // add modulated with alpha channel
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Sub,
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LerpAlpha, // linear interpolation modulated with alpha channel
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ToneMap,
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NumBlendTypes
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};
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enum AnimType
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{
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Scroll = BIT(0),
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Rotate = BIT(1),
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Wave = BIT(2),
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Scale = BIT(3),
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Sequence = BIT(4),
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};
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enum WaveType
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{
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Sin = 0,
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Triangle,
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Square,
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};
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enum SourceChannelType
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{
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RedChannel = 0,
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GreenChannel,
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BlueChannel,
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AlphaChannel
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};
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class StageData
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{
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protected:
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///
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typedef HashTable<const FeatureType*, GFXTexHandle> TextureTable;
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/// The sparse table of textures by feature index.
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/// @see getTex
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/// @see setTex
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TextureTable mTextures;
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/// The cubemap for this stage.
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GFXTexHandle mCubemap;
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public:
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StageData()
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: mCubemap(NULL)
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{
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}
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/// Returns the texture object or NULL if there is no
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/// texture entry for that feature type in the table.
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inline GFXTextureObject* getTex(const FeatureType& type) const
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{
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TextureTable::ConstIterator iter = mTextures.find(&type);
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if (iter == mTextures.end())
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return NULL;
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return iter->value.getPointer();
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}
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/// Assigns a texture object by feature type.
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inline void setTex(const FeatureType& type, GFXTextureObject* tex)
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{
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if (!tex)
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{
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TextureTable::Iterator iter = mTextures.find(&type);
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if (iter != mTextures.end())
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mTextures.erase(iter);
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return;
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}
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TextureTable::Iterator iter = mTextures.findOrInsert(&type);
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iter->value = tex;
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}
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/// Returns true if we have a valid texture assigned to
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/// any feature in the texture table.
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inline bool hasValidTex() const
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{
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TextureTable::ConstIterator iter = mTextures.begin();
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for (; iter != mTextures.end(); ++iter)
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{
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if (iter->value.isValid())
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return true;
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}
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return false;
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}
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/// Returns the active texture features.
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void getFeatureSet(FeatureSet* outFeatures) const;
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/// Returns the stage cubemap.
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GFXTexHandle getCubemap() const { return mCubemap; }
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/// Set the stage cubemap.
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void setCubemap(GFXTexHandle cubemap) { mCubemap = cubemap; }
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};
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public:
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//-----------------------------------------------------------------------
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// Data
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//-----------------------------------------------------------------------
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AssetRef<ImageAsset> mDiffuseMapAssetRef[MAX_STAGES];
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inline StringTableEntry getDiffuseMapAssetId(const U32& index) const { return mDiffuseMapAssetRef[index].assetId; }
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void setDiffuseMap(StringTableEntry assetId, const U32& index) { mDiffuseMapAssetRef[index] = assetId; }
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GFXTexHandle getDiffuseMap(const U32& index) { return mDiffuseMapAssetRef[index].notNull() ? mDiffuseMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureSRGBProfile) : GFXTexHandle(); }
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AssetPtr<ImageAsset> getDiffuseMapAsset(const U32& index) { return mDiffuseMapAssetRef[index].assetPtr; }
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AssetRef<ImageAsset> mNormalMapAssetRef[MAX_STAGES];
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inline StringTableEntry getNormalMapAssetId(const U32& index) const { return mNormalMapAssetRef[index].assetId; }
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void setNormalMap(StringTableEntry assetId, const U32& index) { mNormalMapAssetRef[index] = assetId; }
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GFXTexHandle getNormalMap(const U32& index) { return mNormalMapAssetRef[index].notNull() ? mNormalMapAssetRef[index].assetPtr->getTexture(&GFXNormalMapProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mDetailNormalMapAssetRef[MAX_STAGES];
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inline StringTableEntry getDetailNormalMapAssetId(const U32& index) const { return mDetailNormalMapAssetRef[index].assetId; }
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void setDetailNormalMap(StringTableEntry assetId, const U32& index) { mDetailNormalMapAssetRef[index] = assetId; }
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GFXTexHandle getDetailNormalMap(const U32& index) { return mDetailNormalMapAssetRef[index].notNull() ? mDetailNormalMapAssetRef[index].assetPtr->getTexture(&GFXNormalMapProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mOverlayMapAssetRef[MAX_STAGES];
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inline StringTableEntry getOverlayMapAssetId(const U32& index) const { return mOverlayMapAssetRef[index].assetId; }
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void setOverlayMap(StringTableEntry assetId, const U32& index) { mOverlayMapAssetRef[index] = assetId; }
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GFXTexHandle getOverlayMap(const U32& index) { return mOverlayMapAssetRef[index].notNull() ? mOverlayMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mLightMapAssetRef[MAX_STAGES];
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inline StringTableEntry getLightMapAssetId(const U32& index) const { return mLightMapAssetRef[index].assetId; }
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void setLightMap(StringTableEntry assetId, const U32& index) { mLightMapAssetRef[index] = assetId; }
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GFXTexHandle getLightMap(const U32& index) { return mLightMapAssetRef[index].notNull() ? mLightMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mToneMapAssetRef[MAX_STAGES];
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inline StringTableEntry getToneMapAssetId(const U32& index) const { return mToneMapAssetRef[index].assetId; }
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void setToneMap(StringTableEntry assetId, const U32& index) { mToneMapAssetRef[index] = assetId; }
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GFXTexHandle getToneMap(const U32& index) { return mToneMapAssetRef[index].notNull() ? mToneMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mDetailMapAssetRef[MAX_STAGES];
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inline StringTableEntry getDetailMapAssetId(const U32& index) const { return mDetailMapAssetRef[index].assetId; }
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void setDetailMap(StringTableEntry assetId, const U32& index) { mDetailMapAssetRef[index] = assetId; }
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GFXTexHandle getDetailMap(const U32& index) { return mDetailMapAssetRef[index].notNull() ? mDetailMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mORMConfigMapAssetRef[MAX_STAGES];
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inline StringTableEntry getORMConfigMapAssetId(const U32& index) const { return mORMConfigMapAssetRef[index].assetId; }
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void setORMConfigMap(StringTableEntry assetId, const U32& index) { mORMConfigMapAssetRef[index] = assetId; }
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GFXTexHandle getORMConfigMap(const U32& index) { return getORMConfigMap(&GFXStaticTextureProfile, index); }
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GFXTexHandle getORMConfigMap(GFXTextureProfile* requestedProfile, const U32& index) { return mORMConfigMapAssetRef[index].notNull() ? mORMConfigMapAssetRef[index].assetPtr->getTexture(requestedProfile) : GFXTexHandle(); }
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AssetRef<ImageAsset> mAOMapAssetRef[MAX_STAGES];
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inline StringTableEntry getAOMapAssetId(const U32& index) const { return mAOMapAssetRef[index].assetId; }
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void setAOMap(StringTableEntry assetId, const U32& index) { mAOMapAssetRef[index] = assetId; }
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GFXTexHandle getAOMap(const U32& index) { return mAOMapAssetRef[index].notNull() ? mAOMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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StringTableEntry getAOMapFile(const U32& index) { return mAOMapAssetRef[index].notNull() ? mAOMapAssetRef[index].assetPtr->getImageFile() : StringTable->EmptyString(); }
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AssetRef<ImageAsset> mRoughMapAssetRef[MAX_STAGES];
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inline StringTableEntry getRoughMapAssetId(const U32& index) const { return mRoughMapAssetRef[index].assetId; }
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void setRoughMap(StringTableEntry assetId, const U32& index) { mRoughMapAssetRef[index] = assetId; }
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GFXTexHandle getRoughMap(const U32& index) { return mRoughMapAssetRef[index].notNull() ? mRoughMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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StringTableEntry getRoughMapFile(const U32& index) { return mRoughMapAssetRef[index].notNull() ? mRoughMapAssetRef[index].assetPtr->getImageFile() : StringTable->EmptyString(); }
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AssetRef<ImageAsset> mMetalMapAssetRef[MAX_STAGES];
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inline StringTableEntry getMetalMapAssetId(const U32& index) const { return mMetalMapAssetRef[index].assetId; }
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void setMetalMap(StringTableEntry assetId, const U32& index) { mMetalMapAssetRef[index] = assetId; }
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GFXTexHandle getMetalMap(const U32& index) { return mMetalMapAssetRef[index].notNull() ? mMetalMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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StringTableEntry getMetalMapFile(const U32& index) { return mMetalMapAssetRef[index].notNull() ? mMetalMapAssetRef[index].assetPtr->getImageFile() : StringTable->EmptyString(); }
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AssetRef<ImageAsset> mGlowMapAssetRef[MAX_STAGES];
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inline StringTableEntry getGlowMapAssetId(const U32& index) const { return mGlowMapAssetRef[index].assetId; }
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void setGlowMap(StringTableEntry assetId, const U32& index) { mGlowMapAssetRef[index] = assetId; }
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GFXTexHandle getGlowMap(const U32& index) { return mGlowMapAssetRef[index].notNull() ? mGlowMapAssetRef[index].assetPtr->getTexture(&GFXStaticTextureProfile) : GFXTexHandle(); }
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bool mDiffuseMapSRGB[MAX_STAGES]; // SRGB diffuse
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bool mIsSRGb[MAX_STAGES]; // SRGB ORM
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U32 mAOChan[MAX_STAGES];
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bool mInvertRoughness[MAX_STAGES];
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U32 mRoughnessChan[MAX_STAGES];
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U32 mMetalChan[MAX_STAGES];
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F32 mGlowMul[MAX_STAGES];
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/// The strength scalar for the detail normal map.
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F32 mDetailNormalMapStrength[MAX_STAGES];
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bool mAccuEnabled[MAX_STAGES];
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F32 mAccuScale[MAX_STAGES];
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F32 mAccuDirection[MAX_STAGES];
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F32 mAccuStrength[MAX_STAGES];
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F32 mAccuCoverage[MAX_STAGES];
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F32 mAccuSpecular[MAX_STAGES];
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/// This color is the diffuse color of the material
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/// or if it has a texture it is multiplied against
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/// the diffuse texture color.
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LinearColorF mDiffuse[MAX_STAGES];
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F32 mRoughness[MAX_STAGES];
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F32 mMetalness[MAX_STAGES];
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bool mVertLit[MAX_STAGES];
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/// If true for a stage, vertex colors are multiplied
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/// against diffuse colors.
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bool mVertColor[MAX_STAGES];
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F32 mParallaxScale[MAX_STAGES];
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F32 mMinnaertConstant[MAX_STAGES];
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bool mSubSurface[MAX_STAGES];
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LinearColorF mSubSurfaceColor[MAX_STAGES];
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F32 mSubSurfaceRolloff[MAX_STAGES];
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/// The repetition scale of the detail texture
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/// over the base texture.
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Point2F mDetailScale[MAX_STAGES];
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Point2F mTileScale[MAX_STAGES];
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U32 mAnimFlags[MAX_STAGES];
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Point2F mScrollDir[MAX_STAGES];
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F32 mScrollSpeed[MAX_STAGES];
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Point2F mScrollOffset[MAX_STAGES];
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F32 mRotSpeed[MAX_STAGES];
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Point2F mRotPivotOffset[MAX_STAGES];
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F32 mRotPos[MAX_STAGES];
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F32 mWavePos[MAX_STAGES];
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F32 mWaveFreq[MAX_STAGES];
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F32 mWaveAmp[MAX_STAGES];
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U32 mWaveType[MAX_STAGES];
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F32 mSeqFramePerSec[MAX_STAGES];
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F32 mSeqSegSize[MAX_STAGES];
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bool mGlow[MAX_STAGES]; // entire stage glows
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bool mReceiveShadows[MAX_STAGES];
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bool mIgnoreLighting[MAX_STAGES];
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Point2I mCellIndex[MAX_STAGES];
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Point2I mCellLayout[MAX_STAGES];
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U32 mCellSize[MAX_STAGES];
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bool mNormalMapAtlas[MAX_STAGES];
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/// Special array of UVs for imposter rendering.
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/// @see TSLastDetail
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Vector<RectF> mImposterUVs;
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/// Specual imposter rendering paramters.
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/// @see TSLastDetail
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Point4F mImposterLimits;
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/// If the stage should use anisotropic filtering.
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bool mUseAnisotropic[MAX_STAGES];
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bool mDoubleSided;
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String mCubemapName;
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CubemapData* mCubemapData;
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bool mDynamicCubemap;
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// Deferred Shading
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F32 mMatInfoFlags[MAX_STAGES];
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bool mTranslucent;
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BlendOp mTranslucentBlendOp;
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bool mTranslucentZWrite;
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/// A generic setting which tells the system to skip
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/// generation of shadows from this material.
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bool mCastShadows;
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bool mAlphaTest;
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U32 mAlphaRef;
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bool mPlanarReflection;
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bool mAutoGenerated;
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static bool sAllowTextureTargetAssignment;
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///@{
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/// Behavioral properties.
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bool mShowFootprints; ///< If true, show footprints when walking on surface with this material. Defaults to false.
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bool mShowDust; ///< If true, show dust emitters (footpuffs, hover trails, etc) when on surface with this material. Defaults to false.
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/// Color to use for particle effects and such when located on this material.
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LinearColorF mEffectColor[NUM_EFFECT_COLOR_STAGES];
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/// Footstep sound to play when walking on surface with this material.
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/// Numeric ID of footstep sound defined on player datablock (0 == soft,
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/// 1 == hard, 2 == metal, 3 == snow).
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/// Defaults to -1 which deactivates default sound.
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/// @see mFootstepSoundCustom
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S32 mFootstepSoundId;
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S32 mImpactSoundId;
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S32 mImpactFXIndex;
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/// Sound effect to play when walking on surface with this material.
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/// If defined, overrides mFootstepSoundId.
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/// @see mFootstepSoundId
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DECLARE_SOUNDASSET(Material, CustomFootstepSound);
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DECLARE_ASSET_SETGET(Material, CustomFootstepSound);
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DECLARE_SOUNDASSET(Material, CustomImpactSound);
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DECLARE_ASSET_SETGET(Material, CustomImpactSound);
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F32 mFriction; ///< Friction coefficient when moving along surface.
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F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
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F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
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///@}
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String mMapTo; // map Material to this texture name
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///
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/// Material interface
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///
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Material();
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/// Allocates and returns a BaseMatInstance for this material. Caller is responsible
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/// for freeing the instance
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BaseMatInstance* createMatInstance() override;
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bool isTranslucent() const override { return mTranslucent && mTranslucentBlendOp != Material::None; }
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bool isAlphatest() const override { return mAlphaTest; }
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bool isDoubleSided() const override { return mDoubleSided; }
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virtual bool isAutoGenerated() const { return mAutoGenerated; }
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virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
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bool isLightmapped() const override;
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bool castsShadows() const override { return mCastShadows; }
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const String& getPath() const { return mPath; }
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void flush();
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/// Re-initializes all the material instances
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/// that use this material.
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void reload();
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/// Called to update time based parameters for a material. Ensures
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/// that it only happens once per tick.
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void updateTimeBasedParams();
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// SimObject
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bool onAdd() override;
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void onRemove() override;
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void inspectPostApply() override;
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bool writeField(StringTableEntry fieldname, const char* value) override;
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//
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// ConsoleObject interface
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//
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static void initPersistFields();
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// Accumulation
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static bool _setAccuEnabled(void* object, const char* index, const char* data);
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DECLARE_CONOBJECT(Material);
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protected:
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// Per material animation parameters
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U32 mLastUpdateTime;
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String mPath;
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static EnumTable mAnimFlagTable;
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static EnumTable mBlendOpTable;
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static EnumTable mWaveTypeTable;
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/// Map this material to the texture specified
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/// in the "mapTo" data variable.
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virtual void _mapMaterial();
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private:
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static GFXCubemapHandle smNormalizeCube;
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};
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typedef Material::AnimType MaterialAnimType;
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typedef Material::BlendOp MaterialBlendOp;
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typedef Material::WaveType MaterialWaveType;
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typedef Material::SourceChannelType MaterialSourceChannelType;
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DefineBitfieldType(MaterialAnimType);
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DefineEnumType(MaterialBlendOp);
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DefineEnumType(MaterialWaveType);
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DefineEnumType(MaterialSourceChannelType);
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#endif // _MATERIALDEFINITION_H_
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