1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
/****************************************************************************
**
** Copyright (C) 2008-2012 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_RENDERABLE_IMAGE_H
#define QT3DS_RENDERABLE_IMAGE_H
#include "Qt3DSRender.h"
namespace qt3ds {
namespace render {
struct ImageMapTypes
{
enum Enum {
Unknown = 0,
Diffuse = 1,
Opacity = 2,
Specular = 3,
Emissive = 4,
Bump = 5,
SpecularAmountMap = 6,
Normal = 7,
Displacement = 8,
Translucency = 9,
LightmapIndirect = 10,
LightmapRadiosity = 11,
LightmapShadow = 12,
Roughness = 13,
};
};
/**
* Some precomputed information on a given image. When generating a renderable, the shader
* generator goes through all the possible images on a material and for each valid image
* computes this renderable image and attaches it to the renderable.
*/
struct SRenderableImage
{
ImageMapTypes::Enum m_MapType;
SImage &m_Image;
SRenderableImage *m_NextImage;
SRenderableImage(ImageMapTypes::Enum inMapType, SImage &inImage)
: m_MapType(inMapType)
, m_Image(inImage)
, m_NextImage(NULL)
{
}
};
}
}
#endif
|