Foray Library
rapid prototyping framework for crossplatform development of vulkan hardware ray tracing applications
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Represents the default gltf pbr material type, capable of representing opaque surfaces with a metallic/roughness model including emission. More...
#include <foray_material.hpp>
Public Attributes | |
glm::vec4 | BaseColorFactor = glm::vec4(0.f, 0.f, 0.f, 1.f) |
glm::vec3 | EmissiveFactor = glm::vec3() |
fp32_t | MetallicFactor = 0.f |
fp32_t | RoughnessFactor = 0.f |
int32_t | BaseColorTextureIndex = -1 |
int32_t | MetallicRoughnessTextureIndex = -1 |
int32_t | EmissiveTextureIndex = -1 |
int32_t | NormalTextureIndex = -1 |
fp32_t | IndexOfRefraction = 1.5f |
fp32_t | TransmissionFactor = 0.0f |
int32_t | TransmissionTextureIndex = -1 |
glm::vec3 | AttenuationColor = glm::vec3() |
fp32_t | AttenuationDistance |
MaterialFlags | Flags = 0U |
Represents the default gltf pbr material type, capable of representing opaque surfaces with a metallic/roughness model including emission.
glm::vec3 foray::scene::Material::AttenuationColor = glm::vec3() |
fp32_t foray::scene::Material::AttenuationDistance |
glm::vec4 foray::scene::Material::BaseColorFactor = glm::vec4(0.f, 0.f, 0.f, 1.f) |
int32_t foray::scene::Material::BaseColorTextureIndex = -1 |
glm::vec3 foray::scene::Material::EmissiveFactor = glm::vec3() |
int32_t foray::scene::Material::EmissiveTextureIndex = -1 |
MaterialFlags foray::scene::Material::Flags = 0U |
fp32_t foray::scene::Material::IndexOfRefraction = 1.5f |
fp32_t foray::scene::Material::MetallicFactor = 0.f |
int32_t foray::scene::Material::MetallicRoughnessTextureIndex = -1 |
int32_t foray::scene::Material::NormalTextureIndex = -1 |
fp32_t foray::scene::Material::RoughnessFactor = 0.f |
fp32_t foray::scene::Material::TransmissionFactor = 0.0f |
int32_t foray::scene::Material::TransmissionTextureIndex = -1 |