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 }
void Material::Float4Parameter::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Material::Float4Parameter::name, TXT( "name" ) ); comp.AddStructureField( &Material::Float4Parameter::value, TXT( "value" ) ); }