C# Class MaterialsOptimizer.Material.Layer

Show file Open project: Patapom/GodComplex

Public Properties

Property Type Description
m_AO Texture
m_UVOffset float2
m_UVScale float2
m_UVSet UV_SET
m_colorConstant float4
m_diffuse Texture
m_diffuseBeforeOptimization Texture
m_diffuseReUse REUSE_MODE
m_emissive Texture
m_errors string
m_gloss Texture
m_glossBeforeOptimization Texture
m_glossReUse REUSE_MODE
m_index int
m_mask Texture
m_maskReUse REUSE_MODE
m_maskUVOffset float2
m_maskUVScale float2
m_maskUVSet UV_SET
m_maskingMode MASKING_MODE
m_metal Texture
m_metalReUse REUSE_MODE
m_normal Texture
m_normalReUse REUSE_MODE
m_owner Material
m_specular Texture
m_specularReUse REUSE_MODE
m_translucency Texture
m_useColorConstant bool
m_warnings string

Public Methods

Method Description
CheckTexture ( Texture _texture, bool _hasUseOption, REUSE_MODE _reUseMode, string T, string _textureName, int _expectedChannelsCount ) : void

Checks the provided texture is valid

CleanUp ( List _layers, Options _options, int &_removedTexturesCount, int &_blackColorConstantsCount, int &_swappedSlotsCount, int &_missingTexturesReplacedCount, int &_removedHasOcclusionMapOptionsCount, int &_reUseOptionsSetCount ) : void
ClearErrorLevel ( ) : void
CompareTextures ( Texture _texture0, REUSE_MODE _reUseMode0, Texture _texture1, REUSE_MODE _reUseMode1, Layer _layer1, string T, string _textureName0, string _textureName1 ) : void
Export ( StringWriter W, string T, string _layerPrefix, Options _options ) : void
Layer ( Material _owner ) : System
Layer ( Material _owner, int _index ) : System
Layer ( Material _owner, int _index, BinaryReader R ) : System
ParseMaskScaleBias ( Parser _P ) : void
ParseScaleBias ( Parser _P ) : void
RaiseErrorLevel ( ERROR_LEVEL _errorLevel ) : void
Read ( BinaryReader R ) : void
SameMaskUVs ( Layer _other ) : bool

Checks the UV sets and the tiling/offsets are the same

SameUVs ( Layer _other ) : bool

Checks the UV sets and the tiling/offsets are the same

ToString ( ) : string
TrySwapping ( Texture &_a, Texture &_b, TextureFileInfo _expectedUsageForA, TextureFileInfo _expectedUsageForB, int &_swappedSlotsCount ) : void
Write ( BinaryWriter W ) : void

Method Details

CheckTexture() public method

Checks the provided texture is valid
public CheckTexture ( Texture _texture, bool _hasUseOption, REUSE_MODE _reUseMode, string T, string _textureName, int _expectedChannelsCount ) : void
_texture Texture
_hasUseOption bool
_reUseMode REUSE_MODE
T string
_textureName string
_expectedChannelsCount int
return void

CleanUp() public method

public CleanUp ( List _layers, Options _options, int &_removedTexturesCount, int &_blackColorConstantsCount, int &_swappedSlotsCount, int &_missingTexturesReplacedCount, int &_removedHasOcclusionMapOptionsCount, int &_reUseOptionsSetCount ) : void
_layers List
_options Options
_removedTexturesCount int
_blackColorConstantsCount int
_swappedSlotsCount int
_missingTexturesReplacedCount int
_removedHasOcclusionMapOptionsCount int
_reUseOptionsSetCount int
return void

ClearErrorLevel() public method

public ClearErrorLevel ( ) : void
return void

CompareTextures() public method

public CompareTextures ( Texture _texture0, REUSE_MODE _reUseMode0, Texture _texture1, REUSE_MODE _reUseMode1, Layer _layer1, string T, string _textureName0, string _textureName1 ) : void
_texture0 Texture
_reUseMode0 REUSE_MODE
_texture1 Texture
_reUseMode1 REUSE_MODE
_layer1 Layer
T string
_textureName0 string
_textureName1 string
return void

Export() public method

public Export ( StringWriter W, string T, string _layerPrefix, Options _options ) : void
W System.IO.StringWriter
T string
_layerPrefix string
_options Options
return void

Layer() public method

public Layer ( Material _owner ) : System
_owner Material
return System

Layer() public method

public Layer ( Material _owner, int _index ) : System
_owner Material
_index int
return System

Layer() public method

public Layer ( Material _owner, int _index, BinaryReader R ) : System
_owner Material
_index int
R System.IO.BinaryReader
return System

ParseMaskScaleBias() public method

public ParseMaskScaleBias ( Parser _P ) : void
_P Parser
return void

ParseScaleBias() public method

public ParseScaleBias ( Parser _P ) : void
_P Parser
return void

RaiseErrorLevel() public method

public RaiseErrorLevel ( ERROR_LEVEL _errorLevel ) : void
_errorLevel ERROR_LEVEL
return void

Read() public method

public Read ( BinaryReader R ) : void
R System.IO.BinaryReader
return void

SameMaskUVs() public method

Checks the UV sets and the tiling/offsets are the same
public SameMaskUVs ( Layer _other ) : bool
_other Layer
return bool

SameUVs() public method

Checks the UV sets and the tiling/offsets are the same
public SameUVs ( Layer _other ) : bool
_other Layer
return bool

ToString() public method

public ToString ( ) : string
return string

TrySwapping() public method

public TrySwapping ( Texture &_a, Texture &_b, TextureFileInfo _expectedUsageForA, TextureFileInfo _expectedUsageForB, int &_swappedSlotsCount ) : void
_a Texture
_b Texture
_expectedUsageForA TextureFileInfo
_expectedUsageForB TextureFileInfo
_swappedSlotsCount int
return void

Write() public method

public Write ( BinaryWriter W ) : void
W System.IO.BinaryWriter
return void

Property Details

m_AO public property

public Texture m_AO
return Texture

m_UVOffset public property

public float2 m_UVOffset
return float2

m_UVScale public property

public float2 m_UVScale
return float2

m_UVSet public property

public UV_SET m_UVSet
return UV_SET

m_colorConstant public property

public float4 m_colorConstant
return float4

m_diffuse public property

public Texture m_diffuse
return Texture

m_diffuseBeforeOptimization public property

public Texture m_diffuseBeforeOptimization
return Texture

m_diffuseReUse public property

public REUSE_MODE m_diffuseReUse
return REUSE_MODE

m_emissive public property

public Texture m_emissive
return Texture

m_errors public property

public string m_errors
return string

m_gloss public property

public Texture m_gloss
return Texture

m_glossBeforeOptimization public property

public Texture m_glossBeforeOptimization
return Texture

m_glossReUse public property

public REUSE_MODE m_glossReUse
return REUSE_MODE

m_index public property

public int m_index
return int

m_mask public property

public Texture m_mask
return Texture

m_maskReUse public property

public REUSE_MODE m_maskReUse
return REUSE_MODE

m_maskUVOffset public property

public float2 m_maskUVOffset
return float2

m_maskUVScale public property

public float2 m_maskUVScale
return float2

m_maskUVSet public property

public UV_SET m_maskUVSet
return UV_SET

m_maskingMode public property

public MASKING_MODE m_maskingMode
return MASKING_MODE

m_metal public property

public Texture m_metal
return Texture

m_metalReUse public property

public REUSE_MODE m_metalReUse
return REUSE_MODE

m_normal public property

public Texture m_normal
return Texture

m_normalReUse public property

public REUSE_MODE m_normalReUse
return REUSE_MODE

m_owner public property

public Material,MaterialsOptimizer m_owner
return Material

m_specular public property

public Texture m_specular
return Texture

m_specularReUse public property

public REUSE_MODE m_specularReUse
return REUSE_MODE

m_translucency public property

public Texture m_translucency
return Texture

m_useColorConstant public property

public bool m_useColorConstant
return bool

m_warnings public property

public string m_warnings
return string