#include <MaterialNameContext.h>
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void | ExtendPropertyIdContext (AZStd::string_view nameContext, bool insertDelimiter=true) |
| Extends the name context to a deeper property group.
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void | ExtendSrgInputContext (AZStd::string_view nameContext) |
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void | ExtendShaderOptionContext (AZStd::string_view nameContext) |
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bool | ContextualizeProperty (Name &propertyName) const |
| Applies the name context to a given leaf name.
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bool | ContextualizeSrgInput (Name &srgInputName) const |
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bool | ContextualizeShaderOption (Name &shaderOptionName) const |
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bool | ContextualizeProperty (AZStd::string &propertyName) const |
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bool | ContextualizeSrgInput (AZStd::string &srgInputName) const |
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bool | ContextualizeShaderOption (AZStd::string &shaderOptionName) const |
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Name | GetContextualizedProperty (Name &propertyName) const |
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Name | GetContextualizedSrgInput (Name &srgInputName) const |
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Name | GetContextualizedShaderOption (Name &shaderOptionName) const |
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AZStd::string | GetContextualizedProperty (const AZStd::string &propertyName) const |
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AZStd::string | GetContextualizedSrgInput (const AZStd::string &srgInputName) const |
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AZStd::string | GetContextualizedShaderOption (const AZStd::string &shaderOptionName) const |
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bool | HasContextForProperties () const |
| Returns true if there is some non-default name context.
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bool | HasContextForSrgInputs () const |
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bool | HasContextForShaderOptions () const |
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bool | IsDefault () const |
| Returns true if the name context is empty.
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static void | Reflect (ReflectContext *context) |
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This acts like a namespace description for various types of identifiers that appear in .materialtype files. When reusable property groups are nested inside other property groups, they usually need alternate naming to connect to the appropriate shader inputs. For example, a baseColor property group inside a "layer1" group needs to connect to "m_layer1_baseColor_texture" and the same property definition is repeated inside a "layer2" group where it connects to "m_layer2_baseColor_texture". This data structure provides the name context, like "m_layer1_" or "m_layer2_".
The documentation for this class was generated from the following file:
- Gems/Atom/RPI/Code/Include/Atom/RPI.Reflect/Material/MaterialNameContext.h