FixedMaterial
Inherits: Material < Resource < Reference < Object
Category: Core
Brief Description
Simple Material with a fixed parameter set.
Member Functions
bool | get_fixed_flag ( int flag ) const |
int | get_light_shader ( ) const |
void | get_parameter ( int param ) const |
float | get_point_size ( ) const |
int | get_texcoord_mode ( int param ) const |
Texture | get_texture ( int param ) const |
Transform | get_uv_transform ( ) const |
void | set_fixed_flag ( int flag, bool value ) |
void | set_light_shader ( int shader ) |
void | set_parameter ( int param, Variant value ) |
void | set_point_size ( float size ) |
void | set_texcoord_mode ( int param, int mode ) |
void | set_texture ( int param, Texture texture ) |
void | set_uv_transform ( Transform transform ) |
Numeric Constants
- PARAM_DIFFUSE = 0 — Diffuse Lighting (light scattered from surface).
- PARAM_DETAIL = 1 — Detail Layer for diffuse lighting.
- PARAM_SPECULAR = 2 — Specular Lighting (light reflected from the surface).
- PARAM_EMISSION = 3 — Emission Lighting (light emitted from the surface).
- PARAM_SPECULAR_EXP = 4 — Specular Exponent (size of the specular dot).
- PARAM_GLOW = 5 — Glow (Visible emitted scattered light).
- PARAM_NORMAL = 6 — Normal Map (irregularity map).
- PARAM_SHADE_PARAM = 7
- PARAM_MAX = 8 — Maximum amount of parameters.
- TEXCOORD_UV = 0 — Read texture coordinates from the UV array.
- TEXCOORD_UV_TRANSFORM = 1 — Read texture coordinates from the UV array and transform them by uv_xform.
- TEXCOORD_UV2 = 2 — Read texture coordinates from the UV2 array.
- TEXCOORD_SPHERE = 3
- FLAG_USE_ALPHA = 0
- FLAG_USE_COLOR_ARRAY = 1
- FLAG_USE_POINT_SIZE = 2
- FLAG_DISCARD_ALPHA = 3
- LIGHT_SHADER_LAMBERT = 0
- LIGHT_SHADER_WRAP = 1
- LIGHT_SHADER_VELVET = 2
- LIGHT_SHADER_TOON = 3
Description
FixedMaterial is a simple type of material Resource, which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to ShaderMaterial for most simple use cases.
Member Function Description
bool get_fixed_flag ( int flag ) const
int get_light_shader ( ) const
void get_parameter ( int param ) const
Return a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it’s best to check the enum.
float get_point_size ( ) const
int get_texcoord_mode ( int param ) const
Return the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object.
Texture get_texture ( int param ) const
Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see set_texcoord_mode).
Transform get_uv_transform ( ) const
Returns the special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM.
void set_fixed_flag ( int flag, bool value )
void set_light_shader ( int shader )
void set_parameter ( int param, Variant value )
Set a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it’s best to check the enum.
void set_point_size ( float size )
void set_texcoord_mode ( int param, int mode )
Set the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object.
void set_texture ( int param, Texture texture )
Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see set_texcoord_mode).
void set_uv_transform ( Transform transform )
Sets a special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/2.1/classes/class_fixedmaterial.html