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    libdonut 2.3.6
    
   Application framework for cross-platform game development in C++20 
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Material properties of an Object. More...
#include <donut/obj.hpp>
Public Attributes | |
| std::string | name {} | 
| Name of the material.   | |
| std::string | ambientMapName {} | 
| Relative filepath of the ambient map image, or empty for no ambient map.   | |
| std::string | diffuseMapName {} | 
| Relative filepath of the diffuse map image, or empty for no diffuse map.   | |
| std::string | specularMapName {} | 
| Relative filepath of the specular map image, or empty for no specular map.   | |
| std::string | emissiveMapName {} | 
| Relative filepath of the emissive map image, or empty for no emissive map.   | |
| std::string | specularExponentMapName {} | 
| Relative filepath of the specular exponent map image, or empty for no specular exponent map.   | |
| std::string | dissolveFactorMapName {} | 
| Relative filepath of the dissolve factor map image, or empty for no dissolve factor map.   | |
| std::string | bumpMapName {} | 
| Relative filepath of the bump/normal map image, or empty for no bump/normal map.   | |
| vec3 | ambientColor {1.0f, 1.0f, 1.0f} | 
| Ambient color factor to multiply the sampled ambient map value by.   | |
| vec3 | diffuseColor {1.0f, 1.0f, 1.0f} | 
| Diffuse color factor to multiply the sampled diffuse map value by.   | |
| vec3 | specularColor {1.0f, 1.0f, 1.0f} | 
| Specular color factor to multiply the sampled specular map value by.   | |
| vec3 | emissiveColor {0.0f, 0.0f, 0.0f} | 
| Emissive color factor to multiply the sampled emissive map value by.   | |
| float | specularExponent = 1.0f | 
| Specular exponent factor to multiply the sampled specular exponent map value by.   | |
| float | dissolveFactor = 0.0f | 
| Dissolve factor to multiply the sampled dissolve factor map value by.   | |
| IlluminationModel | illuminationModel = IlluminationModel::FLAT | 
| Illumination model to use for rendering this material.   | |
| std::string donut::obj::mtl::Material::name {} | 
Name of the material.
| std::string donut::obj::mtl::Material::ambientMapName {} | 
Relative filepath of the ambient map image, or empty for no ambient map.
| std::string donut::obj::mtl::Material::diffuseMapName {} | 
Relative filepath of the diffuse map image, or empty for no diffuse map.
| std::string donut::obj::mtl::Material::specularMapName {} | 
Relative filepath of the specular map image, or empty for no specular map.
| std::string donut::obj::mtl::Material::emissiveMapName {} | 
Relative filepath of the emissive map image, or empty for no emissive map.
| std::string donut::obj::mtl::Material::specularExponentMapName {} | 
Relative filepath of the specular exponent map image, or empty for no specular exponent map.
| std::string donut::obj::mtl::Material::dissolveFactorMapName {} | 
Relative filepath of the dissolve factor map image, or empty for no dissolve factor map.
| std::string donut::obj::mtl::Material::bumpMapName {} | 
Relative filepath of the bump/normal map image, or empty for no bump/normal map.
| vec3 donut::obj::mtl::Material::ambientColor {1.0f, 1.0f, 1.0f} | 
Ambient color factor to multiply the sampled ambient map value by.
| vec3 donut::obj::mtl::Material::diffuseColor {1.0f, 1.0f, 1.0f} | 
Diffuse color factor to multiply the sampled diffuse map value by.
| vec3 donut::obj::mtl::Material::specularColor {1.0f, 1.0f, 1.0f} | 
Specular color factor to multiply the sampled specular map value by.
| vec3 donut::obj::mtl::Material::emissiveColor {0.0f, 0.0f, 0.0f} | 
Emissive color factor to multiply the sampled emissive map value by.
| float donut::obj::mtl::Material::specularExponent = 1.0f | 
Specular exponent factor to multiply the sampled specular exponent map value by.
| float donut::obj::mtl::Material::dissolveFactor = 0.0f | 
Dissolve factor to multiply the sampled dissolve factor map value by.
| IlluminationModel donut::obj::mtl::Material::illuminationModel = IlluminationModel::FLAT | 
Illumination model to use for rendering this material.