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Graphic3d_AspectFillArea3d now stores array of textures. Graphic3d_TextureParams stores texture unit for mapping texture. OpenGl_Context::BindTextures() - context now manages the set of active textures. Related code has been removed from OpenGl_Workspace. OpenGl_Sampler has been extended to hold texture parameters structure. OpenGl_Texture now holds OpenGl_Sampler instance as class field. OpenGl_Texture inherits new class OpenGl_NamedResource and holds texture identifier used for sharing resource in OpenGl_Context. OpenGl_RaytraceGeometry now creates bindless textures taking Sampler object directly from OpenGl_Texture. OpenGl_Context::BindTextures() automatically recreates immutable Sampler Object on texture parameters change. Declared new structure OpenGl_ArbSamplerObject for platform-neutral usage of related functionality. Related functions are now loaded within OpenGL ES 3.0+. Declarations.glsl - occActiveSampler has been renamed to occSampler0 with aliases occSamplerBaseColor (main) and occActiveSampler (for compatibility). Additional texture samplers should be declared explicitly within specific GLSL program as occSampler1, occSampler2, etc. AIS_Shape and AIS_ColoredShape now computes Shaded presentation with UV coordinates if texture mapping is enabled in Drawer. vshaderprog now accepts Shader source code as parameter.
50 lines
1.9 KiB
C++
50 lines
1.9 KiB
C++
// Copyright (c) 2017 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_TextureUnit_HeaderFile
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#define _Graphic3d_TextureUnit_HeaderFile
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//! Texture unit.
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enum Graphic3d_TextureUnit
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{
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// value as index number
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Graphic3d_TextureUnit_0,
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Graphic3d_TextureUnit_1,
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Graphic3d_TextureUnit_2,
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Graphic3d_TextureUnit_3,
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Graphic3d_TextureUnit_4,
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Graphic3d_TextureUnit_5,
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Graphic3d_TextureUnit_6,
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Graphic3d_TextureUnit_7,
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Graphic3d_TextureUnit_8,
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Graphic3d_TextureUnit_9,
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Graphic3d_TextureUnit_10,
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Graphic3d_TextureUnit_11,
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Graphic3d_TextureUnit_12,
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Graphic3d_TextureUnit_13,
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Graphic3d_TextureUnit_14,
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Graphic3d_TextureUnit_15,
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Graphic3d_TextureUnit_BaseColor = Graphic3d_TextureUnit_0, //!< base color of the material
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//Graphic3d_TextureUnit_Normal = Graphic3d_TextureUnit_1, //!< tangent space normal map
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//Graphic3d_TextureUnit_MetallicRoughness = Graphic3d_TextureUnit_2, //!< metalness+roughness of the material
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//Graphic3d_TextureUnit_Emissive = Graphic3d_TextureUnit_3, //!< emissive map controls the color and intensity of the light being emitted by the material
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//Graphic3d_TextureUnit_Occlusion = Graphic3d_TextureUnit_4, //!< occlusion map indicating areas of indirect lighting
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};
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enum
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{
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Graphic3d_TextureUnit_NB = Graphic3d_TextureUnit_15 + 1
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};
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#endif // _Graphic3d_TextureUnit_HeaderFile
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