{
/**
* @brief Helper enum for encoding and decoding sampler states.
+ * @SINCE_2_0.7
*/
struct DALI_SCENE3D_API SamplerFlags
{
};
/**
- * @return SamplerFlags bit pattern calculated from the given Dali Sampler settings.
+ * @brief Retrieves the bit pattern calculated from the given Dali Sampler settings.
+ * @SINCE_2_0.7
+ * @return SamplerFlags bit pattern.
*/
static Type Encode(FilterMode::Type minFilter, FilterMode::Type magFilter, WrapMode::Type wrapS, WrapMode::Type wrapT);
/**
* @brief Decodes the minification filter patter of @a flags into the corresponding FilterMode.
+ * @SINCE_2_0.7
*/
static FilterMode::Type GetMinFilter(Type flags);
/**
* @brief Decodes the magnification filter patter of @a flags into the corresponding FilterMode.
+ * @SINCE_2_0.7
*/
static FilterMode::Type GetMagFilter(Type flags);
/**
* @brief Decodes the horizontal wrap pattern of @a flags into the corresponding WrapMode.
+ * @SINCE_2_0.7
*/
static WrapMode::Type GetWrapS(Type flags);
/**
* @brief Decodes the vertical wrap pattern of @a flags into the corresponding WrapMode.
+ * @SINCE_2_0.7
*/
static WrapMode::Type GetWrapT(Type flags);
/**
* @brief Creates a Sampler with the settings encoded in @a flags.
+ * @SINCE_2_0.7
*/
static Sampler MakeSampler(Type flags);
};
/**
* @brief Defines a texture from a combination of an image URI and its sampler definition.
+ * @SINCE_2_0.7
*/
struct DALI_SCENE3D_API TextureDefinition
{
* is enabled, and an index of an environment (usually of all environments in a
* scene). Textures from the environment are added last when the DALi TextureSet
* is being created.
+ * @SINCE_2_0.7
*/
struct DALI_SCENE3D_API MaterialDefinition
{
/**
* @brief A(n image based) texture that's used in a material.
+ * @SINCE_2_0.7
*/
struct TextureStage
{
/**
* @brief Loads (or, in the case of solid color materials, creates) raw pixel data,
* which is then returned.
+ * @SINCE_2_0.7
* @note This may be called from any thread.
*/
RawData LoadRaw(const std::string& imagesPath);
* @brief Creates Textures from the pixel data in @a raw, gets the
* the cube maps from the iEnvironment'th element of @a environments,
* then creates a DALi TextureSet and returns it.
+ * @SINCE_2_0.7
* @note This must be called from the event thread.
* @note The textures are added in the following order: 2D, cube maps.
*/
/**
* @brief Checks if the given mask matches any of the textures defined.
+ * @SINCE_2_0.7
*/
bool CheckTextures(uint32_t flags) const;
/**
* @return The alpha test reference value.
+ * @SINCE_2_0.7
* @note A value of 0.f means no alpha testing.
*/
float GetAlphaCutoff() const
/**
* @brief Encodes the alpha test reference @a value in flags.
+ * @SINCE_2_0.7
* @note A value of 0.f means no alpha testing.
*/
void SetAlphaCutoff(float value)