Esempio n. 1
0
void Material::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Material::m_spShader,           TXT( "m_spShader" ), 0, Reflect::GetClass<GameObjectPointerData>() );
    comp.AddStructureField( &Material::m_textureParameters,  TXT( "m_textureParameters" ) );
#if HELIUM_TOOLS
    comp.AddStructureField( &Material::m_userOptions,        TXT( "m_userOptions" ) );
    comp.AddStructureField( &Material::m_float1Parameters,   TXT( "m_float1Parameters" ) );
    comp.AddStructureField( &Material::m_float2Parameters,   TXT( "m_float2Parameters" ) );
    comp.AddStructureField( &Material::m_float3Parameters,   TXT( "m_float3Parameters" ) );
    comp.AddStructureField( &Material::m_float4Parameters,   TXT( "m_float4Parameters" ) );
#endif
}
Esempio n. 2
0
void Material::Float4Parameter::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Material::Float4Parameter::name,           TXT( "name" ) );
    comp.AddStructureField( &Material::Float4Parameter::value,          TXT( "value" ) );
}