#ifndef DALI_SCENE3D_LOADER_MATERIAL_DEFINITION_H
#define DALI_SCENE3D_LOADER_MATERIAL_DEFINITION_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-// INTERNAL INCLUDES
-#include "dali-scene3d/public-api/api.h"
-#include "dali-scene3d/public-api/loader/environment-definition.h"
-#include "dali-scene3d/public-api/loader/index.h"
-#include "dali-scene3d/public-api/loader/utils.h"
-
// EXTERNAL INCLUDES
+#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/images/image-operations.h>
+#include <dali/public-api/math/vector4.h>
#include <cmath>
-#include "dali/public-api/common/vector-wrapper.h"
-#include "dali/public-api/math/vector4.h"
-namespace Dali
-{
-namespace Scene3D
-{
-namespace Loader
+// INTERNAL INCLUDES
+#include <dali-scene3d/public-api/api.h>
+#include <dali-scene3d/public-api/loader/environment-definition.h>
+#include <dali-scene3d/public-api/loader/index.h>
+#include <dali-scene3d/public-api/loader/utils.h>
+#include <dali-scene3d/public-api/model-components/material.h>
+
+namespace Dali::Scene3D::Loader
{
/**
* @brief Helper enum for encoding and decoding sampler states.
*/
struct DALI_SCENE3D_API TextureDefinition
{
- std::string mImageUri;
- SamplerFlags::Type mSamplerFlags;
- ImageDimensions mMinImageDimensions;
- SamplingMode::Type mSamplingMode;
+ std::string mImageUri; // When the texture is loaded from embedded resources, this URI is used as a data stream.
+ std::string mDirectoryPath;
+ SamplerFlags::Type mSamplerFlags;
+ ImageDimensions mMinImageDimensions;
+ SamplingMode::Type mSamplingMode;
+ std::vector<uint8_t> mTextureBuffer;
TextureDefinition(const std::string& imageUri = "", SamplerFlags::Type samplerFlags = SamplerFlags::DEFAULT, ImageDimensions minImageDimensions = ImageDimensions(), SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR);
TextureDefinition(std::string&& imageUri, SamplerFlags::Type samplerFlags = SamplerFlags::DEFAULT, ImageDimensions minImageDimensions = ImageDimensions(), SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR);
+ TextureDefinition(std::vector<uint8_t>&& textureBuffer, SamplerFlags::Type samplerFlags = SamplerFlags::DEFAULT, ImageDimensions minImageDimensions = ImageDimensions(), SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR);
};
/**
* which is then returned.
* @note This may be called from any thread.
*/
- RawData LoadRaw(const std::string& imagesPath) const;
+ RawData LoadRaw(const std::string& imagesPath);
/**
* @brief Creates Textures from the pixel data in @a raw, gets the
float mNormalScale = 1.f;
float mOcclusionStrength = 1.f;
Vector3 mEmissiveFactor = Vector3::ZERO;
+ float mIor = -1.0f;
float mDielectricSpecular = 0.04f;
float mSpecularFactor = 1.0f;
Vector3 mSpecularColorFactor = Vector3::ONE;
bool mNeedNormalTexture = true;
bool mDoubleSided = false;
- bool mIsOpaque = true;
- bool mIsMask = false;
+ Scene3D::Material::AlphaModeType mAlphaModeType = Scene3D::Material::AlphaModeType::OPAQUE;
+ bool mIsOpaque = true;
+ bool mIsMask = false;
+
+ bool mShadowAvailable = false;
std::vector<TextureStage> mTextureStages;
+ Material mMaterial;
};
-} // namespace Loader
-} // namespace Scene3D
-} // namespace Dali
+} // namespace Dali::Scene3D::Loader
#endif //DALI_SCENE3D_LOADER_MATERIAL_DEFINITION_H