/**************************************************************************** ** ** Copyright (C) 2015 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_LIGHTMAPS_H #define QT3DS_RENDER_LIGHTMAPS_H #include "Qt3DSRender.h" #include "Qt3DSRenderGraphObject.h" #include "foundation/StringTable.h" #include "Qt3DSRenderer.h" #include "Qt3DSRenderMaterialDirty.h" namespace qt3ds { namespace render { struct MaterialLightmapsUsage { enum Enum { Dynamic = 0, Baked, DynamicAndBaked, }; }; struct QT3DS_AUTOTEST_EXPORT SLightmaps : public SGraphObject { CMaterialDirty m_Dirty; SImage *m_LightmapIndirect; SImage *m_LightmapRadiosity; SImage *m_LightmapShadow; SLightmaps(); // Generic method used during serialization // to remap string and object pointers template void Remap(TRemapperType &inRemapper) { SGraphObject::Remap(inRemapper); inRemapper.Remap(m_LightmapIndirect); inRemapper.Remap(m_LightmapRadiosity); inRemapper.Remap(m_LightmapShadow); } }; } } #endif