Skip to content
Snippets Groups Projects
Commit d9ceaf42 authored by Alecu100's avatar Alecu100
Browse files

updated the BSLightingShaderProperty.cpp and BSLightingShaderProperty.h to add...

updated the BSLightingShaderProperty.cpp and BSLightingShaderProperty.h to add support for editing those objects
parent 8fb0a900
No related branches found
No related tags found
No related merge requests found
......@@ -63,6 +63,282 @@ public:
//--BEGIN MISC CUSTOM CODE--//
/*!
* Shader flags used by Skyrim
* \return The value of the shader flags
*/
NIFLIB_API unsigned int getShaderFlags1();
/*!
* Sets the value of the shader flags used by Skyrim
* \param[in] The new value of the shader flags
*/
NIFLIB_API void setShaderFlags1(unsigned int value);
/*!
* Gets the second set of shader flags used by Skyrim
* \return The value of the second set of flags
*/
NIFLIB_API unsigned int getShaderFlags2();
/*!
* Sets the value of the second set of skyrim shader flags
* \param[in] the value of the second set of flags
*/
NIFLIB_API void setShaderFlags2(unsigned int value);
/*!
* Used to reposition the texture coordinates of the uv's
* \return The texture translation the the uv's
*/
NIFLIB_API TexCoord getTextureTranslation1();
/*!
* Sets the value of the texture offset of the uv's
* \param[in] The new value of the uv offsets
*/
NIFLIB_API void setTextureTranslation1(TexCoord value);
/*!
* Used to get the offset of the texture coordinates or uv's
* \return The second texture offsets for the uv
*/
NIFLIB_API TexCoord getTextureRepeat();
/*!
* Used to set the second texture offsets
* \param[in] The second texture offsets
*/
NIFLIB_API void setTextureRepeat(TexCoord value);
/*!
* Returns the current texture set used
* \return A reference to the texture set
*/
NIFLIB_API Ref<BSShaderTextureSet > getTextureSet();
/*!
* Sets the texture set used by this material
* \param[in] A reference to the texture set
*/
NIFLIB_API void setTextureSet(BSShaderTextureSet * value);
/*!
* Returns the emissive color of the material
* \return The emissive color value
*/
NIFLIB_API Color3 getEmissiveColor();
/*!
* Sets the emissive color of this material
* \param[in] The new emissive color
*/
NIFLIB_API void setEmissiveColor(Color3 value);
/*!
* Get the emissive saturation
* \return The emissive saturation
*/
NIFLIB_API float getEmissiveSaturation();
/*!
* Sets the emissive saturation of the material
* \param[in] The new emissive saturation value
*/
NIFLIB_API void setEmissiveSaturation(float value);
/*!
* Gets unknown unsigned int7
* \return The current value
*/
NIFLIB_API unsigned int getUnkownInt7();
/*!
* Sets the unknown int7 of this material
* \param[in] The new value
*/
NIFLIB_API void setUnknownInt7(unsigned int value);
/*!
* Get the transparency or "alpha" of this material
* \return The current alpha value of the material
*/
NIFLIB_API float getAlpha();
/*!
* Sets the transparency or alpha of this material
* \param[in] The new alpha value
*/
NIFLIB_API void setAlpha(float value);
/*!
* Get the unknown float2 of the material
* \return The unknown float2 value
*/
NIFLIB_API float getUnknownFloat2();
/*!
* Sets the unknown float2 of the material
* \param[in] The new unknown float2 value
*/
NIFLIB_API void setUnknownFloat2(float value);
/*!
* Gets the glossiness of the material
* \return The glossiness
*/
NIFLIB_API float getGlossiness();
/*!
* Sets the glossiness of the material
* \param[in] The new glossiness value
*/
NIFLIB_API void setGlossiness(float value);
/*!
* Gets the specular color of the material
* \return The specular color
*/
NIFLIB_API Color3 getSpecularColor();
/*!
* Sets the specular color of the material
* \param[in] The new specular color
*/
NIFLIB_API void setSpecularColor(Color3 value);
/*!
* Gets the specular strength of the material
* \return The specular strength value
*/
NIFLIB_API float getSpecularStrength();
/*!
* Sets the specular strength of the material
* \param[in] The new specular strength value
*/
NIFLIB_API void setSpecularStrength(float value);
/*!
* Gets the lightning effect1 of the material
* \return The lightning effect2 value
*/
NIFLIB_API float getLightningEffect1();
/*!
* Sets the lightning effect1 of the material
* \param[in] The new lighting effect1 value
*/
NIFLIB_API void setLightningEffect1(float value);
/*!
* Gets the lightning effect2 of the material
* \return The lightning effect2 value
*/
NIFLIB_API float getLightningEffect2();
/*!
* Sets the lightning effect2 of the material
* \param[in] The new lighting effect2 of the material
*/
NIFLIB_API void setLightningEffect2(float value);
/*!
* Gets the environment map strength of the material
* \return The environment map strength
*/
NIFLIB_API float getEnvironmentMapStrength();
/*!
* Sets the environment map strength of the material
* \param[in] The new environment map strength value
*/
NIFLIB_API void setEnvironmentMapStrength(float value);
/*!
* Sets unknown float set3 of the material related to hair
* \return The unknown float set3 value
*/
NIFLIB_API array<2, float> getUnknownFloatSet3();
/*!
* Sets the unknown float set3 of the material
* \param[in] The new unknown float set3 value
*/
NIFLIB_API void setUnknownFloatSet3(array<2, float> value);
/*!
* Gets the unknown float9 of the material
* \return The unknown float9 value
*/
NIFLIB_API float getUnknownFloat9();
/*!
* Sets the unknown float9 of the material
* \param[in] The new unknown float9 value
*/
NIFLIB_API void setUnknownFloat9(float value);
/*!
* Gets the unknown color2 of the material
* \return The unknown color2 value
*/
NIFLIB_API Color4 getUnknownColor2();
/*!
* Sets the unknown color2 of the material
* \param[in] The new unknown color2 value
*/
NIFLIB_API void setUnknownColor2(Color4 value);
/*!
* Gets the unknown float set5 of the material
* \return The unknown float set5 value
*/
NIFLIB_API Vector4 getUnknownFloatSet5();
/*!
* Sets the unknown float set5 of the material
* \param[in] The new unknown float set5 value
*/
NIFLIB_API void setUnknownFloatSet5(Vector4 value);
/*!
* Get the eye cubemap scale
* \return The eye cubemap scale value
*/
NIFLIB_API float getEyeCubemapScale();
/*!
* Sets the eye cubemap scale
* \param[in] The new eye cubemap scale value
*/
NIFLIB_API void setEyeCubemapScale(float value);
/*!
* Gets the left eye reflection center
* \return The left eye reflection center value
*/
NIFLIB_API Vector3 getLeftEyeReflectionCenter();
/*!
* Sets the left eye reflection center
* \param[in] The new left eye reflection center value
*/
NIFLIB_API void setLeftEyeReflectionCenter(Vector3 value);
/*!
* Get the right eye reflection center
* \return The right eye reflection center value
*/
NIFLIB_API Vector3 getRightEyeReflectionCenter();
/*!
* Sets the right eye reflection center
* \param[in] The new right eye reflection center value
*/
NIFLIB_API void setRightEyeReflectionCenter(Vector3 value);
//--END CUSTOM CODE--//
protected:
/*! Skyrim Shader Flag field 1 (will use SkyrimLightingShaderFlags1) */
......
......@@ -263,4 +263,192 @@ std::list<NiObject *> BSLightingShaderProperty::GetPtrs() const {
//--BEGIN MISC CUSTOM CODE--//
unsigned int BSLightingShaderProperty::getShaderFlags1() {
return shaderFlags1;
}
void BSLightingShaderProperty::setShaderFlags1( unsigned int value ) {
shaderFlags1 = value;
}
unsigned int BSLightingShaderProperty::getShaderFlags2() {
return shaderFlags2;
}
void BSLightingShaderProperty::setShaderFlags2( unsigned int value ) {
shaderFlags2 = value;
}
TexCoord BSLightingShaderProperty::getTextureTranslation1() {
return textureTranslation1;
}
void BSLightingShaderProperty::setTextureTranslation1( TexCoord value ) {
textureTranslation1 = value;
}
TexCoord BSLightingShaderProperty::getTextureRepeat() {
return textureRepeat;
}
void BSLightingShaderProperty::setTextureRepeat( TexCoord value ) {
textureRepeat = value;
}
Ref<BSShaderTextureSet > BSLightingShaderProperty::getTextureSet() {
return textureSet;
}
void BSLightingShaderProperty::setTextureSet( BSShaderTextureSet * value ) {
textureSet = value;
}
Color3 BSLightingShaderProperty::getEmissiveColor() {
return emissiveColor;
}
void BSLightingShaderProperty::setEmissiveColor( Color3 value ) {
emissiveColor = value;
}
float BSLightingShaderProperty::getEmissiveSaturation() {
return emissiveSaturation;
}
void BSLightingShaderProperty::setEmissiveSaturation( float value ) {
emissiveSaturation = value;
}
unsigned int BSLightingShaderProperty::getUnkownInt7() {
return unknownInt7;
}
void BSLightingShaderProperty::setUnknownInt7( unsigned int value ) {
unknownInt7 = value;
}
float BSLightingShaderProperty::getAlpha() {
return alpha;
}
void BSLightingShaderProperty::setAlpha( float value ) {
alpha = value;
}
float BSLightingShaderProperty::getUnknownFloat2() {
return unknownFloat2;
}
void BSLightingShaderProperty::setUnknownFloat2( float value ) {
unknownFloat2 = value;
}
float BSLightingShaderProperty::getGlossiness() {
return glossiness;
}
void BSLightingShaderProperty::setGlossiness( float value ) {
glossiness = value;
}
Color3 BSLightingShaderProperty::getSpecularColor() {
return specularColor;
}
void BSLightingShaderProperty::setSpecularColor( Color3 value ) {
specularColor = value;
}
float BSLightingShaderProperty::getSpecularStrength() {
return specularStrength;
}
void BSLightingShaderProperty::setSpecularStrength( float value ) {
specularStrength = value;
}
float BSLightingShaderProperty::getLightningEffect1() {
return lightingEffect1;
}
void BSLightingShaderProperty::setLightningEffect1( float value ) {
lightingEffect1 = value;
}
float BSLightingShaderProperty::getLightningEffect2() {
return lightingEffect2;
}
void BSLightingShaderProperty::setLightningEffect2( float value ) {
lightingEffect2 = value;
}
float BSLightingShaderProperty::getEnvironmentMapStrength() {
return environmentMapStrength;
}
void BSLightingShaderProperty::setEnvironmentMapStrength( float value ) {
environmentMapStrength = value;
}
array<2, float> BSLightingShaderProperty::getUnknownFloatSet3() {
return unknownFloatSet3;
}
void BSLightingShaderProperty::setUnknownFloatSet3( array<2, float> value ) {
unknownFloatSet3 = value;
}
float BSLightingShaderProperty::getUnknownFloat9() {
return unknownFloat9;
}
void BSLightingShaderProperty::setUnknownFloat9( float value ) {
unknownFloat9 = value;
}
Color4 BSLightingShaderProperty::getUnknownColor2() {
return unknownColor2;
}
void BSLightingShaderProperty::setUnknownColor2( Color4 value ) {
unknownColor2 = value;
}
Vector4 BSLightingShaderProperty::getUnknownFloatSet5() {
return unknownFloatSet5;
}
void BSLightingShaderProperty::setUnknownFloatSet5( Vector4 value ) {
unknownFloatSet5 = value;
}
float BSLightingShaderProperty::getEyeCubemapScale() {
return eyeCubemapScale;
}
void BSLightingShaderProperty::setEyeCubemapScale( float value ) {
eyeCubemapScale = value;
}
Vector3 BSLightingShaderProperty::getLeftEyeReflectionCenter() {
return leftEyeReflectionCenter;
}
void BSLightingShaderProperty::setLeftEyeReflectionCenter( Vector3 value ) {
leftEyeReflectionCenter = value;
}
Vector3 BSLightingShaderProperty::getRightEyeReflectionCenter() {
return rightEyeReflectionCenter;
}
void BSLightingShaderProperty::setRightEyeReflectionCenter( Vector3 value ) {
rightEyeReflectionCenter = value;
}
//--END CUSTOM CODE--//
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment