Material structure.
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#include <Material.hpp>
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| using | Id = entt::hashed_string |
Material structure.
This structure is used to represent a material. It contains the properties of the material such as color, shininess, and texture. It is designed to be compatible with the TinyObjLoader material representation. See:
◆ Id
◆ Material() [1/3]
| Object::Component::Material::Material |
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explicitdefault |
◆ ~Material()
| Object::Component::Material::~Material |
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default |
◆ Material() [2/3]
| Object::Component::Material::Material |
( |
const Material & | other | ) |
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explicitdefault |
◆ Material() [3/3]
| Object::Component::Material::Material |
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Material && | other | ) |
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default |
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ ambient
| glm::vec3 Object::Component::Material::ambient = glm::vec3(1.f) |
◆ diffuse
| glm::vec3 Object::Component::Material::diffuse = glm::vec3(1.f) |
◆ diffuseTexName
| std::string Object::Component::Material::diffuseTexName |
◆ dissolve
| float Object::Component::Material::dissolve |
◆ emission
| glm::vec3 Object::Component::Material::emission |
◆ ior
| float Object::Component::Material::ior |
◆ name
| std::string Object::Component::Material::name |
◆ shininess
| float Object::Component::Material::shininess |
◆ specular
| glm::vec3 Object::Component::Material::specular |
◆ transmittance
| glm::vec3 Object::Component::Material::transmittance |
The documentation for this struct was generated from the following file: