Kohi Game Engine
kmaterial_data Struct Reference

#include <kmaterial_system.h>

Data Fields

u16 index
 
kname name
 
kmaterial_state state
 
kmaterial_type type
 The material type. Ultimately determines what shader the material is rendered with. More...
 
kmaterial_model model
 The material lighting model. More...
 
vec4 base_colour
 
ktexture base_colour_texture
 
vec3 normal
 
ktexture normal_texture
 
f32 metallic
 
ktexture metallic_texture
 
texture_channel metallic_texture_channel
 
f32 roughness
 
ktexture roughness_texture
 
texture_channel roughness_texture_channel
 
f32 ao
 
ktexture ao_texture
 
texture_channel ao_texture_channel
 
vec4 emissive
 
ktexture emissive_texture
 
f32 emissive_texture_intensity
 
ktexture refraction_texture
 
f32 refraction_scale
 
ktexture reflection_texture
 
ktexture reflection_depth_texture
 
ktexture dudv_texture
 
ktexture refraction_depth_texture
 
vec3 mra
 
ktexture mra_texture
 This is a combined texture holding metallic/roughness/ambient occlusion all in one texture. This is a more efficient replacement for using those textures individually. Metallic is sampled from the Red channel, roughness from the Green channel, and ambient occlusion from the Blue channel. Alpha is ignored. More...
 
kmaterial_flags flags
 
vec3 uv_offset
 
vec3 uv_scale
 
f32 wave_strength
 
f32 wave_speed
 
f32 tiling
 
u32 binding_set_id
 

Field Documentation

◆ ao

f32 ao

◆ ao_texture

ktexture ao_texture

◆ ao_texture_channel

texture_channel ao_texture_channel

◆ base_colour

vec4 base_colour

◆ base_colour_texture

ktexture base_colour_texture

◆ binding_set_id

u32 binding_set_id

◆ dudv_texture

ktexture dudv_texture

◆ emissive

vec4 emissive

◆ emissive_texture

ktexture emissive_texture

◆ emissive_texture_intensity

f32 emissive_texture_intensity

◆ flags

◆ index

u16 index

◆ metallic

f32 metallic

◆ metallic_texture

ktexture metallic_texture

◆ metallic_texture_channel

texture_channel metallic_texture_channel

◆ model

The material lighting model.

◆ mra

vec3 mra

◆ mra_texture

ktexture mra_texture

This is a combined texture holding metallic/roughness/ambient occlusion all in one texture. This is a more efficient replacement for using those textures individually. Metallic is sampled from the Red channel, roughness from the Green channel, and ambient occlusion from the Blue channel. Alpha is ignored.

◆ name

kname name

◆ normal

vec3 normal

◆ normal_texture

ktexture normal_texture

◆ reflection_depth_texture

ktexture reflection_depth_texture

◆ reflection_texture

ktexture reflection_texture

◆ refraction_depth_texture

ktexture refraction_depth_texture

◆ refraction_scale

f32 refraction_scale

◆ refraction_texture

ktexture refraction_texture

◆ roughness

f32 roughness

◆ roughness_texture

ktexture roughness_texture

◆ roughness_texture_channel

texture_channel roughness_texture_channel

◆ state

◆ tiling

f32 tiling

◆ type

The material type. Ultimately determines what shader the material is rendered with.

◆ uv_offset

vec3 uv_offset

◆ uv_scale

vec3 uv_scale

◆ wave_speed

f32 wave_speed

◆ wave_strength

f32 wave_strength

The documentation for this struct was generated from the following file: