Torque3D/Engine/source/materials
2019-12-20 23:27:44 -06:00
..
baseMaterialDefinition.h shadow caching 2015-10-13 18:12:19 -05:00
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 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
materialDefinition.cpp Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
materialDefinition.h Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
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 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
materialFeatureTypes.h Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
materialList.cpp work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00
materialList.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
materialManager.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
materialManager.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
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 Added ability to pass ints to post effect shader consts 2019-06-13 00:37:12 -05:00
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 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
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 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
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