{
Texture mDiffuse; // irradiance
Texture mSpecular; // radiance
+ Texture mBrdf; // pre-computed brdf
bool IsLoaded() const
{
struct RawData
{
- CubeData mDiffuse;
- CubeData mSpecular;
+ CubeData mDiffuse;
+ CubeData mSpecular;
+ PixelData mBrdf;
};
using EnvironmentData = std::pair<EnvironmentDefinition, Textures>;
std::string mSpecularMapPath;
Quaternion mCubeOrientation = Quaternion::IDENTITY;
float mIblIntensity = 1.0f;
+ bool mUseBrdfTexture = false;
};
} // namespace SceneLoader