Once the material has been setup with a specific effect the attributes should be initialized with the following functions:-
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RpMatFXMaterialFlags, this type represents the different types of material effects that can be used on a material. The effects are initialized with RpMatFXMaterialSetEffects:
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RpMatFXAtomicEnableEffects is used to enable the material effects object pipeline on an atomic. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXAtomicQueryEffects is used to query whether material effects have been enabled on the given atomic. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialDataSetFreeListCreateParams allows the developer to specify how many rpMatFXMaterialData s to preallocate space for. Call before RwEngineInit.
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RpMatFXMaterialGetBumpMapBumpedTexture is used to retrieve the texture used for the bump mapping material effect. If a texture was set with RpMatFXMaterialSetBumpMapTexture then the resulting constructed texture is returned. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetBumpMapCoefficient is used to retrieve the bump mapping coefficient. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetBumpMapFrame is used to retrieve the frame used for the bump map material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetBumpMapTexture is used to retrieve the texture set with RpMatFXMaterialSetBumpMapTexture. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetDualBlendModes is used to retrieve the source and destination blend modes used in the dual pass material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetDualTexture is used to retrieve the texture used in the dual pass material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetEffects is used to get type of material effect of the material set with RpMatFXMaterialSetEffects. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetEnvMapCoefficient is used to retrieve the environment coefficient. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetEnvMapFrame is used to retrieve the RwFrame used for projecting the environment map. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetEnvMapFrameBufferAlpha is used to retreive the useFrameBufferAlpha flag. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetEnvMapTexture is used to retrieve the texture used for the environment map effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialGetUVTransformMatrices is used to retrieve the base pass and dual pass texture coordinate transform matrices. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetBumpMapCoefficient controls the amount of the bump effect applied to the material (the bumpiness). Useful values typically lie in the range -10 to 10, depending on the scale of the bumps, and the depth of the effect required. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetBumpMapFrame sets the frame associated with the bump mapping material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetBumpMapTexture sets the bump map required for the material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetDualBlendModes is used to set the source and destination blend modes used in the dual pass material effect. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetDualTexture sets the texture used in the second pass The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetEffects is used to enable a particular effect on a material. When an effect is selected, the material is cleaned of any old effect. The material effect should then be setup using: Which will setup the individual components of the effect type.The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetEnvMapCoefficient affects the reflectivity of the material, i.e. the intensity of the environment map (which is rendered additively on top of the material). The value should normally be in the range 0 to 1, but note that values outside this range may be used on PlayStation 2 (see the MatFX Platform Specific section for details). The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetEnvMapFrame sets the frame associated with the environment mapping material effect. This will affect the position of the environment map on the object. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetEnvMapFrameBufferAlpha determines whether the environment map will be multiplied by frame buffer alpha before being added to the rendered object. This allows for effects (for example bump mapping) to attenuate the environment map on a per-pixel basis, lending the rendered surface a detailed variation in appearance. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetEnvMapTexture sets the texture for the environment mapping material effect. The texture is rendered with dynamically generated UVs using a spherical environment mapping. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXMaterialSetupBumpMap is used to setup the various attributes needed for the bump map material effect.
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RpMatFXMaterialSetupDualTexture is used to setup the various attributes needed for the dual pass material effect.
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RpMatFXMaterialSetupEnvMap is used to setup the various attributes needed for the environment map material effect.
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RpMatFXMaterialSetUVTransformMatrices is used to set the base pass and dual pass texture coordinate transform matrices. If the base effect is set to rpMATFXEFFECTUVTRANSFORM then the dualTransform should be set to NULL. The transform matrices allow 2D rotation, scaling, and translation of the texture coordines. For this purpose, only a 6-component subset of the RwMatrix values are used when calculating the transformed texture coordinates, as follows: (matrix) | rx ry - | (right) | ux uy - | (up) | - - - | (at) | px py - | (pos) The transformed UV texture coordinates will be: u' = rx * u + ux * v + px v' = ry * u + uy * v + py Such matrices may be constructed directly, or by using the RwMatrixRotate (about z-axis), RwMatrixTranslate, and RwMatrixScale functions. UV animation can be achieved by modifying the matrix values each frame. If either of the transform matrix pointers are set to NULL, then an identity transform will be assumed. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXPluginAttach is called by the application to indicate that the material effects plugin should be used. The call to this function should be placed between RwEngineInit and RwEngineOpen and the world plugin must already be attached.
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RpMatFXWorldSectorEnableEffects is used to enable the material effects object pipeline on a world sector. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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RpMatFXWorldSectorQueryEffects is used to query whether material effects have been enabled in the given world sector. The world and material effect plugins must be attached before using this function. The header file rpmatfx.h is required.
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