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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QSSG_RENDERABLE_IMAGE_H
#define QSSG_RENDERABLE_IMAGE_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
QT_BEGIN_NAMESPACE
// Some precomputed information on a given image. When generating a renderable,
// the layer preparation step goes through all the possible images on a
// material (which includes all regular texture maps, but does not include
// light probes or custom texture properties for custom materials), and for
// each valid image it generates, if not already done, the QRhiTexture (for the
// current scene's window, and so render thread), and calculates some other
// data and flags.
struct QSSGRenderableImage
{
enum class Type : quint8 {
Unknown = 0,
Diffuse,
Opacity,
Specular,
Emissive,
Bump,
SpecularAmountMap,
Normal,
Translucency,
Roughness,
BaseColor,
Metalness,
Occlusion,
Height,
Clearcoat,
ClearcoatRoughness,
ClearcoatNormal,
Transmission,
Thickness
};
const QSSGRenderImage &m_imageNode;
QSSGRenderImageTexture m_texture;
QSSGRenderableImage *m_nextImage;
Type m_mapType;
QSSGRenderableImage(Type inMapType, const QSSGRenderImage &inImageNode, const QSSGRenderImageTexture &inTexture)
: m_imageNode(inImageNode), m_texture(inTexture), m_nextImage(nullptr), m_mapType(inMapType)
{
}
};
QT_END_NAMESPACE
#endif
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