Module spatial_material

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Consts

TEXTURE_ALBEDO* = 0'i64
TEXTURE_METALLIC* = 1'i64
TEXTURE_ROUGHNESS* = 2'i64
TEXTURE_EMISSION* = 3'i64
TEXTURE_NORMAL* = 4'i64
TEXTURE_RIM* = 5'i64
TEXTURE_CLEARCOAT* = 6'i64
TEXTURE_FLOWMAP* = 7'i64
TEXTURE_AMBIENT_OCCLUSION* = 8'i64
TEXTURE_DEPTH* = 9'i64
TEXTURE_SUBSURFACE_SCATTERING* = 10'i64
TEXTURE_REFRACTION* = 11'i64
TEXTURE_DETAIL_MASK* = 12'i64
TEXTURE_DETAIL_ALBEDO* = 13'i64
TEXTURE_DETAIL_NORMAL* = 14'i64
TEXTURE_MAX* = 15'i64
DETAIL_UV_1* = 0'i64
DETAIL_UV_2* = 1'i64
FEATURE_TRANSPARENT* = 0'i64
FEATURE_EMISSION* = 1'i64
FEATURE_NORMAL_MAPPING* = 2'i64
FEATURE_RIM* = 3'i64
FEATURE_CLEARCOAT* = 4'i64
FEATURE_ANISOTROPY* = 5'i64
FEATURE_AMBIENT_OCCLUSION* = 6'i64
FEATURE_DEPTH_MAPPING* = 7'i64
FEATURE_SUBSURACE_SCATTERING* = 8'i64
FEATURE_REFRACTION* = 9'i64
FEATURE_DETAIL* = 10'i64
FEATURE_MAX* = 11'i64
BLEND_MODE_MIX* = 0'i64
BLEND_MODE_ADD* = 1'i64
BLEND_MODE_SUB* = 2'i64
BLEND_MODE_MUL* = 3'i64
DEPTH_DRAW_OPAQUE_ONLY* = 0'i64
DEPTH_DRAW_ALWAYS* = 1'i64
DEPTH_DRAW_DISABLED* = 2'i64
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS* = 3'i64
CULL_BACK* = 0'i64
CULL_FRONT* = 1'i64
CULL_DISABLED* = 2'i64
FLAG_UNSHADED* = 0'i64
FLAG_USE_VERTEX_LIGHTING* = 1'i64
FLAG_ONTOP* = 2'i64
FLAG_ALBEDO_FROM_VERTEX_COLOR* = 3'i64
FLAG_SRGB_VERTEX_COLOR* = 4'i64
FLAG_USE_POINT_SIZE* = 5'i64
FLAG_FIXED_SIZE* = 6'i64
FLAG_UV1_USE_TRIPLANAR* = 7'i64
FLAG_UV2_USE_TRIPLANAR* = 8'i64
FLAG_AO_ON_UV2* = 9'i64
FLAG_USE_ALPHA_SCISSOR* = 10'i64
FLAG_MAX* = 11'i64
DIFFUSE_LAMBERT* = 0'i64
DIFFUSE_HALF_LAMBERT* = 1'i64
DIFFUSE_OREN_NAYAR* = 2'i64
DIFFUSE_BURLEY* = 3'i64
DIFFUSE_TOON* = 4'i64
SPECULAR_SCHLICK_GGX* = 0'i64
SPECULAR_BLINN* = 1'i64
SPECULAR_PHONG* = 2'i64
SPECULAR_TOON* = 3'i64
SPECULAR_DISABLED* = 4'i64
BILLBOARD_DISABLED* = 0'i64
BILLBOARD_ENABLED* = 1'i64
BILLBOARD_FIXED_Y* = 2'i64
BILLBOARD_PARTICLES* = 3'i64
TEXTURE_CHANNEL_RED* = 0'i64
TEXTURE_CHANNEL_GREEN* = 1'i64
TEXTURE_CHANNEL_BLUE* = 2'i64
TEXTURE_CHANNEL_ALPHA* = 3'i64
TEXTURE_CHANNEL_GRAYSCALE* = 4'i64

Procs

proc flagsTransparent*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsTransparent =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc flagsUnshaded*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsUnshaded =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc flagsVertexLighting*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsVertexLighting =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc flagsOnTop*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsOnTop =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc flagsUsePointSize*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsUsePointSize =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc flagsFixedSize*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `flagsFixedSize =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc vertexColorUseAsAlbedo*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `vertexColorUseAsAlbedo =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc vertexColorIsSrgb*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `vertexColorIsSrgb =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc paramsDiffuseMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsDiffuseMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsSpecularMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsSpecularMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsBlendMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsBlendMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsCullMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsCullMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsDepthDrawMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsDepthDrawMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsLineWidth*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `paramsLineWidth =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc paramsPointSize*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `paramsPointSize =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc paramsBillboardMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `paramsBillboardMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc paramsGrow*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `paramsGrow =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc paramsGrowAmount*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `paramsGrowAmount =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc paramsUseAlphaScissor*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `paramsUseAlphaScissor =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc paramsAlphaScissorThreshold*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `paramsAlphaScissorThreshold =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc particlesAnimHFrames*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `particlesAnimHFrames =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc particlesAnimVFrames*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `particlesAnimVFrames =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc particlesAnimLoop*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `particlesAnimLoop =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc albedoColor*(self: SpatialMaterial): Color {.
gcsafe, locks: 0
.}
proc `albedoColor =`*(self: SpatialMaterial; val: Color) {.
gcsafe, locks: 0
.}
proc albedoTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `albedoTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc metallic*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `metallic =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc metallicSpecular*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `metallicSpecular =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc metallicTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `metallicTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc metallicTextureChannel*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `metallicTextureChannel =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc roughness*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `roughness =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc roughnessTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `roughnessTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc roughnessTextureChannel*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `roughnessTextureChannel =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc emissionEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `emissionEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc emission*(self: SpatialMaterial): Color {.
gcsafe, locks: 0
.}
proc `emission =`*(self: SpatialMaterial; val: Color) {.
gcsafe, locks: 0
.}
proc emissionEnergy*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `emissionEnergy =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc emissionTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `emissionTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc normalEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `normalEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc normalScale*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `normalScale =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc normalTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `normalTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc rimEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `rimEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc rim*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `rim =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc rimTint*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `rimTint =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc rimTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `rimTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc clearcoatEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `clearcoatEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc clearcoat*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `clearcoat =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc clearcoatGloss*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `clearcoatGloss =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc clearcoatTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `clearcoatTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc anisotropyEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `anisotropyEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc anisotropy*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `anisotropy =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc anisotropyFlowmap*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `anisotropyFlowmap =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc aoEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `aoEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc aoTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `aoTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc aoOnUv2*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `aoOnUv2 =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc aoTextureChannel*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `aoTextureChannel =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc depthEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `depthEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc depthScale*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `depthScale =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc depthDeepParallax*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `depthDeepParallax =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc depthMinLayers*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `depthMinLayers =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc depthMaxLayers*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `depthMaxLayers =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc depthTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `depthTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc subsurfScatterEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `subsurfScatterEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc subsurfScatterStrength*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `subsurfScatterStrength =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc subsurfScatterTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `subsurfScatterTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc refractionEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `refractionEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc refractionScale*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `refractionScale =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc refractionTexture*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `refractionTexture =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc refractionTextureChannel*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `refractionTextureChannel =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc detailEnabled*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `detailEnabled =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc detailMask*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `detailMask =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc detailBlendMode*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `detailBlendMode =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc detailUvLayer*(self: SpatialMaterial): int64 {.
gcsafe, locks: 0
.}
proc `detailUvLayer =`*(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0
.}
proc detailAlbedo*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `detailAlbedo =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc detailNormal*(self: SpatialMaterial): Texture {.
gcsafe, locks: 0
.}
proc `detailNormal =`*(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0
.}
proc uv1Scale*(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0
.}
proc `uv1Scale =`*(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0
.}
proc uv1Offset*(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0
.}
proc `uv1Offset =`*(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0
.}
proc uv1Triplanar*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `uv1Triplanar =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc uv1TriplanarSharpness*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `uv1TriplanarSharpness =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}
proc uv2Scale*(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0
.}
proc `uv2Scale =`*(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0
.}
proc uv2Offset*(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0
.}
proc `uv2Offset =`*(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0
.}
proc uv2Triplanar*(self: SpatialMaterial): bool {.
gcsafe, locks: 0
.}
proc `uv2Triplanar =`*(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0
.}
proc uv2TriplanarSharpness*(self: SpatialMaterial): float64 {.
gcsafe, locks: 0
.}
proc `uv2TriplanarSharpness =`*(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0
.}