forked from enlightenment/efl
126 lines
3.8 KiB
Plaintext
126 lines
3.8 KiB
Plaintext
class Evas.Canvas3D.Material (Evas.Canvas3D.Object)
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{
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data: Evas_Canvas3D_Material_Data;
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methods {
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color_set {
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[[Set the material attribute color of the given material.
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Material color is used also when texture map is enabled. The colors
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will be modulated (multiplied). To control the color contribution
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of a material attribute, use gray color. Setting color value for
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normal attribute has no effect.
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Default color is as follows.
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Ambient : (0.2, 0.2, 0.2, 1.0)
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Diffuse : (0.8, 0.8, 0.8, 1.0)
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Specular : (1.0, 1.0, 1.0, 1.0)
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Emission : (0.0, 0.0, 0.0, 1.0)
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Normal : Not used
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]]
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params {
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@in attrib: Evas.Canvas3D.Material_Attrib; [[Material attribute ID.]]
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@in r: Evas.Real; [[Red component of the color.]]
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@in g: Evas.Real; [[Green component of the color.]]
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@in b: Evas.Real; [[Blue component of the color.]]
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@in a: Evas.Real; [[Alpha component of the color.]]
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}
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}
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color_get @const {
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[[Get the material attribute color of the given material.
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See also @.color_set.
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]]
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params {
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@in attrib: Evas.Canvas3D.Material_Attrib; [[Material attribute ID.]]
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@out r: Evas.Real; [[Pointer to receive red component of the color.]]
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@out g: Evas.Real; [[Pointer to receive green component of the color.]]
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@out b: Evas.Real; [[Pointer to receive blue component of the color.]]
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@out a: Evas.Real; [[Pointer to receive alpha component of the color.]]
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}
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}
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@property enable {
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set {
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[[Set the material attribute enable flag of the given material.
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You might want to disable some material reflection contribution.
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For example, Emission attribute is rarely used. Disabling unused
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attributes might help the shading less complex so that can get
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speed up.
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By default, diffuse and specular is enabled.
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]]
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}
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get {
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[[Get the material attribute enable flag of the given material.
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See also @.enable.set.
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]]
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}
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keys {
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attrib: Evas.Canvas3D.Material_Attrib; [[Material attribute ID.]]
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}
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values {
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enable: bool; [[Whether to enable the attribute or not.]]
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}
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}
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@property shininess {
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set {
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[[Set the shininess of the given material.
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Shininess is only used when specular attribute is enabled. Higher shininess
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value will make the object more shiny.
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Default shininess value is 150.0.
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See also @.enable.set.
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]]
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}
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get {
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[[Get the shininess of the given material.
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See also @.shininess.set.
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]]
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}
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values {
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shininess: Evas.Real; [[Shininess value.]]
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}
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}
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@property texture {
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set {
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[[Set the texture of the given material.
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You have to enable the desired attribute first.
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See also @.enable.set.
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]]
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}
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get {
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[[Get the texture of the given material.
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See also @.texture.set.
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]]
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}
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keys {
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attrib: Evas.Canvas3D.Material_Attrib; [[Material attribute ID.]]
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}
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values {
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texture: Evas.Canvas3D.Texture; [[The texture set to the attribute.]]
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}
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}
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}
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implements {
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Efl.Object.constructor;
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Efl.Object.destructor;
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Evas.Canvas3D.Object.update_notify;
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Evas.Canvas3D.Object.change_notify;
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}
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}
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