예제 #1
0
void Instance::EnumerateClass( Reflect::Compositor<Instance>& comp )
{
  Reflect::Field* fieldSolid                = comp.AddField( &Instance::m_Solid, "m_Solid" );
  Reflect::Field* fieldSolidOverride        = comp.AddField( &Instance::m_SolidOverride, "m_SolidOverride" );
  Reflect::Field* fieldTransparent          = comp.AddField( &Instance::m_Transparent, "m_Transparent" );
  Reflect::Field* fieldTransparentOverride  = comp.AddField( &Instance::m_TransparentOverride, "m_TransparentOverride" );
}
예제 #2
0
void Shader::EnumerateClass( Reflect::Compositor<Shader>& comp )
{
  comp.AddField( &Shader::m_WrapU, "m_WrapU" );
  comp.AddField( &Shader::m_WrapV, "m_WrapV" );
  comp.AddField( &Shader::m_RepeatU, "m_RepeatU" );
  comp.AddField( &Shader::m_RepeatV, "m_RepeatV" );
  comp.AddField( &Shader::m_BaseColor, "m_BaseColor" );
  comp.AddField( &Shader::m_AssetPath, "m_AssetPath" );
}
예제 #3
0
파일: Transform.cpp 프로젝트: goofoo/Helium
void Transform::EnumerateClass( Reflect::Compositor<Transform>& comp )
{
    comp.AddField( (Vector3 Transform::*)&Transform::m_Scale,   "m_Scale" );
    comp.AddField( (Vector3 Transform::*)&Transform::m_Rotate,  "m_Rotate" );
    comp.AddField( &Transform::m_Translate,                     "m_Translate" );

    comp.AddField( &Transform::m_ObjectTransform,               "m_ObjectTransform" );
    comp.AddField( &Transform::m_GlobalTransform,               "m_GlobalTransform" );
    comp.AddField( &Transform::m_InheritTransform,              "m_InheritTransform" );
}
예제 #4
0
void Transform::EnumerateClass( Reflect::Compositor<Transform>& comp )
{
  Reflect::Field* fieldScale = comp.AddField( &Transform::m_Scale, "m_Scale" );
  Reflect::Field* fieldRotate = comp.AddField( &Transform::m_Rotate, "m_Rotate" );
  Reflect::Field* fieldTranslate = comp.AddField( &Transform::m_Translate, "m_Translate" );

  Reflect::Field* fieldObjectTransform = comp.AddField( &Transform::m_ObjectTransform, "m_ObjectTransform" );
  Reflect::Field* fieldGlobalTransform = comp.AddField( &Transform::m_GlobalTransform, "m_GlobalTransform" );
  Reflect::Field* fieldInheritTransform = comp.AddField( &Transform::m_InheritTransform, "m_InheritTransform" );
}
예제 #5
0
void AmbientLight::EnumerateClass( Reflect::Compositor<AmbientLight>& comp )
{
  Reflect::Field* fieldOcclusionColor = comp.AddField( &AmbientLight::m_OcclusionColor, "m_OcclusionColor" );
  Reflect::Field* fieldSamples        = comp.AddField( &AmbientLight::m_Samples, "m_Samples" );
  Reflect::Field* fieldSampleDistance = comp.AddField( &AmbientLight::m_SampleDistance, "m_SampleDistance" );

  Reflect::Field* fieldSampleEnvironment = comp.AddField( &AmbientLight::m_SampleEnvironment, "m_SampleEnvironment" );
  Reflect::Field* fieldDoAmbientOcclusion = comp.AddField( &AmbientLight::m_DoAmbientOcclusion, "m_DoAmbientOcclusion" );
  Reflect::Field* fieldSpread = comp.AddField( &AmbientLight::m_Spread, "m_Spread" );

}
예제 #6
0
파일: Light.cpp 프로젝트: goofoo/Helium
void Light::EnumerateClass( Reflect::Compositor<Light>& comp )
{
    comp.AddField( &Light::m_Color, "m_Color" );
}
예제 #7
0
void CurveControlPoint::EnumerateClass( Reflect::Compositor<CurveControlPoint>& comp )
{
    comp.AddField( &CurveControlPoint::m_Position, "m_Position" );
}
예제 #8
0
void ShaderAsset::EnumerateClass( Reflect::Compositor<ShaderAsset>& comp )
{
    comp.GetComposite().m_UIName = TXT( "Shader" );
    comp.GetComposite().SetProperty( AssetProperties::FileFilter, "*.shader.*" );

    comp.AddField( &ShaderAsset::m_ColorMapPath, "m_ColorMapPath", Reflect::FieldFlags::FilePath );
    comp.AddField( &ShaderAsset::m_NormalMapPath, "m_NormalMapPath", Reflect::FieldFlags::FilePath );
    comp.AddField( &ShaderAsset::m_GPIMapPath, "m_GPIMapPath", Reflect::FieldFlags::FilePath );

    comp.AddField( &ShaderAsset::m_EnableColorMapTint, "m_EnableColorMapTint" );
    comp.AddField( &ShaderAsset::m_ColorMapTint, "m_ColorMapTint" );

    comp.AddField( &ShaderAsset::m_NormalMapScaling, "m_NormalMapScaling" );

    comp.AddField( &ShaderAsset::m_GlossMapEnabled, "m_GlossMapEnabled" );
    comp.AddField( &ShaderAsset::m_GlossMapScaling, "m_GlossMapScaling" );
    comp.AddField( &ShaderAsset::m_GlossMapTint, "m_GlossMapTint" );
    comp.AddField( &ShaderAsset::m_GlossMapDirtiness, "m_GlossMapDirtiness" );
    comp.AddField( &ShaderAsset::m_SpecularPower, "m_SpecularPower" );

    comp.AddField( &ShaderAsset::m_ParallaxMapEnabled, "m_ParallaxMapEnabled" );
    comp.AddField( &ShaderAsset::m_ParallaxMapScaling, "m_ParallaxMapScaling" );

    comp.AddField( &ShaderAsset::m_IncandescentMapEnabled, "m_IncandescentMapEnabled" );
    comp.AddField( &ShaderAsset::m_IncandescentMapScaling, "m_IncandescentMapScaling" );

    Reflect::Field* fieldDoubleSided = comp.AddField( &ShaderAsset::m_DoubleSided, "m_DoubleSided" );

    Reflect::EnumerationField* enumWrapModeU = comp.AddEnumerationField( &ShaderAsset::m_WrapModeU, "m_WrapModeU" );
    Reflect::EnumerationField* enumWrapModeV = comp.AddEnumerationField( &ShaderAsset::m_WrapModeV, "m_WrapModeV" );

    Reflect::EnumerationField* enumAlphaMode = comp.AddEnumerationField( &ShaderAsset::m_AlphaMode, "m_AlphaMode" );

    Reflect::EnumerationField* enumWetSurfaceMode = comp.AddEnumerationField( &ShaderAsset::m_WetSurfaceMode, "m_WetSurfaceMode" );
}
예제 #9
0
void Influence::EnumerateClass( Reflect::Compositor<Influence>& comp )
{
  Reflect::Field* fieldObjects = comp.AddField( &Influence::m_Objects, "m_Objects" );
  Reflect::Field* fieldWeights = comp.AddField( &Influence::m_Weights, "m_Weights" );
}
예제 #10
0
void DependenciesComponent::EnumerateClass( Reflect::Compositor<DependenciesComponent>& comp )
{
  comp.GetComposite().m_UIName = TXT( "Dependencies" );

  Reflect::Field* fieldPaths = comp.AddField( &DependenciesComponent::m_Paths, "m_Paths", Reflect::FieldFlags::Path );
}
예제 #11
0
void ManifestVersion::EnumerateClass( Reflect::Compositor<ManifestVersion>& comp )
{
  Reflect::Field* fieldManifestVersion = comp.AddField( &ManifestVersion::m_ManifestVersion, "m_ManifestVersion", Reflect::FieldFlags::Force );
}
예제 #12
0
void ComponentCollection::EnumerateClass( Reflect::Compositor<ComponentCollection>& comp )
{
    Reflect::Field* fieldComponentsByType = comp.AddField( &ComponentCollection::m_Components, "m_Components" );
}
예제 #13
0
void SearchHistory::EnumerateClass( Reflect::Compositor<SearchHistory>& comp )
{
  Reflect::Field* fieldMaxMRUQueries = comp.AddField( &SearchHistory::m_MaxMRUQueries, "m_MaxMRUQueries" );
  Reflect::Field* fieldSavedMRUQueries = comp.AddField( &SearchHistory::m_SavedMRUQueries, "m_SavedMRUQueries", Reflect::FieldFlags::Hide );
}
예제 #14
0
void SpotLight::EnumerateClass( Reflect::Compositor<SpotLight>& comp )
{
  comp.AddField( &SpotLight::m_InnerRadius,                 "m_InnerRadius" );
  comp.AddField( &SpotLight::m_OuterRadius,                 "m_OuterRadius" );
  comp.AddField( &SpotLight::m_InnerConeAngle,              "m_InnerConeAngle" );
  comp.AddField( &SpotLight::m_OuterConeAngle,              "m_OuterConeAngle" );
  comp.AddField( &SpotLight::m_ShadowMapHiRes,              "m_ShadowMapHiRes" );
  comp.AddField( &SpotLight::m_GodRayEnabled,               "m_GodRayEnabled" );
  comp.AddField( &SpotLight::m_GodRayOpacity,               "m_GodRayOpacity" );
  comp.AddField( &SpotLight::m_GodRayDensity,               "m_GodRayDensity" );
  comp.AddField( &SpotLight::m_GodRayQuality,               "m_GodRayQuality" ); 
  comp.AddField( &SpotLight::m_GodRayFadeNear,              "m_GodRayFadeNear" );
  comp.AddField( &SpotLight::m_GodRayFadeFar,               "m_GodRayFadeFar" );
  comp.AddField( &SpotLight::m_GodRayClipPlanePhiOffset,    "m_GodRayClipPlanePhiOffset" ); 
  comp.AddField( &SpotLight::m_GodRayClipPlaneOffset,       "m_GodRayClipPlaneOffset" );
  comp.AddField( &SpotLight::m_OffsetFactor,                "m_OffsetFactor" );
  comp.AddField( &SpotLight::m_OffsetUnits,                 "m_OffsetUnits" );
}
예제 #15
0
void Light::EnumerateClass( Reflect::Compositor<Light>& comp )
{
  Reflect::Field* fieldColor = comp.AddField( &Light::m_Color, "m_Color" );
  Reflect::Field* fieldAttenuate = comp.AddField( &Light::m_Attenuate, "m_Attenuate" );
  Reflect::Field* fieldCastShadows = comp.AddField( &Light::m_CastShadows, "m_CastShadows" );
  Reflect::Field* fieldDoVisibilityRayTest = comp.AddField( &Light::m_DoVisibilityRayTest, "m_DoVisibilityRayTest" );
  Reflect::Field* fieldFactor = comp.AddField( &Light::m_Factor, "m_Factor" );

  Reflect::EnumerationField* enumRenderType = comp.AddEnumerationField( &Light::m_RenderType, "m_RenderType" );
  Reflect::EnumerationField* enumFlareType = comp.AddEnumerationField( &Light::m_FlareType, "m_FlareType" );
  Reflect::Field* fieldDrawDist = comp.AddField( &Light::m_DrawDist, "m_DrawDist" );
  Reflect::Field* fieldKillIfInactive = comp.AddField( &Light::m_KillIfInactive, "m_KillIfInactive" );
  Reflect::Field* fieldAllowOversized = comp.AddField( &Light::m_AllowOversized, "m_AllowOversized" );
  Reflect::Field* fieldEmitPhotons = comp.AddField( &Light::m_EmitPhotons, "m_EmitPhotons" );
  Reflect::Field* fieldNumPhotons = comp.AddField( &Light::m_NumPhotons, "m_NumPhotons" );
  Reflect::Field* fieldPhotonEnergy = comp.AddField( &Light::m_PhotonEnergy, "m_PhotonEnergy" );
  Reflect::Field* fieldAnimationColor = comp.AddField( &Light::m_AnimationColor, "m_AnimationColor" );
  Reflect::Field* fieldAnimationIntensity = comp.AddField( &Light::m_AnimationIntensity, "m_AnimationIntensity" );
  Reflect::Field* fieldAnimationDuration = comp.AddField( &Light::m_AnimationDuration, "m_AnimationDuration" );
  Reflect::Field* fieldRandomAnimOffset = comp.AddField( &Light::m_RandomAnimOffset, "m_RandomAnimOffset" );
  Reflect::Field* fieldPhysicalLight = comp.AddField( &Light::m_PhysicalLight, "m_PhysicalLight" );

}
예제 #16
0
void ClipboardFileList::EnumerateClass( Reflect::Compositor<ClipboardFileList>& comp )
{
    Reflect::Field* fieldFiles = comp.AddField( &ClipboardFileList::m_Files, "m_Files" );
    Reflect::Field* fieldIsDirty = comp.AddField( &ClipboardFileList::m_IsDirty, "m_IsDirty", Reflect::FieldFlags::Discard );
}