1 #ifndef DALI_SCENE3D_LOADER_ENVIRONMENT_DEFINITION_H
2 #define DALI_SCENE3D_LOADER_ENVIRONMENT_DEFINITION_H
4 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
21 #include "dali-scene3d/public-api/api.h"
22 #include "dali-scene3d/public-api/loader/cube-data.h"
25 #include "dali/public-api/math/quaternion.h"
26 #include "dali/public-api/rendering/texture.h"
35 * @brief Defines an environment map with either or both of radiance
36 * and irradiance maps.
38 struct DALI_SCENE3D_API EnvironmentDefinition
42 Texture mDiffuse; // irradiance
43 Texture mSpecular; // radiance
44 Texture mBrdf; // pre-computed brdf
48 return mDiffuse || mSpecular;
59 using EnvironmentData = std::pair<EnvironmentDefinition, Textures>;
60 using Vector = std::vector<EnvironmentData>;
62 EnvironmentDefinition() = default;
64 EnvironmentDefinition(const EnvironmentDefinition&) = delete;
65 EnvironmentDefinition& operator=(const EnvironmentDefinition&) = delete;
67 EnvironmentDefinition(EnvironmentDefinition&&) = default;
68 EnvironmentDefinition& operator=(EnvironmentDefinition&&) = default;
71 * @brief Loads raw pixel data for the given diffuse and specular maps.
72 * @note This can be done on any thread.
74 RawData LoadRaw(const std::string& environmentsPath) const;
77 * @brief Creates DALi cubemap Textures from the pixel data in @a raw, then
78 * returns them in a Textures object.
79 * @note This must only be called from the event thread.
81 Textures Load(RawData&& raw) const;
84 * @brief Get default intensity value.
85 * @return Default intensity. (1.0f)
87 static float GetDefaultIntensity();
90 std::string mDiffuseMapPath;
91 std::string mSpecularMapPath;
92 Quaternion mCubeOrientation = Quaternion::IDENTITY;
93 Vector3 mYDirection = Vector3::ONE;
94 float mIblIntensity = 1.0f;
95 bool mUseBrdfTexture = false;
99 } // namespace Scene3D
102 #endif //DALI_SCENE3D_LOADER_ENVIRONMENT_DEFINITION_H