Files
assimp/tools/assimp_view/RenderOptions.h
aramis_acg 2eb6fca408 - Major update to the viewer. A little bit buggy now, but I'll fix that
- 2/3 of the viewer code are no wrapped in helper classes
- ByteSwap.h header added 
- Bugfix in the 3DS loader: Texture blend mode was read incorrectly
- Bugfix in the X-Loader. Assets with specular_exp == 0 use gouraud lighting now
- Added new helper functions to MaterialHelper 
- Added aiMaterialGetTexture() function to allow easy access to all properties of a texture

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@16 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-05-13 23:26:52 +00:00

73 lines
1.8 KiB
C++

//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
*/
//-------------------------------------------------------------------------------
#if (!defined AV_RO_H_INCLUDED)
#define AV_RO_H_INCLUDED
//-------------------------------------------------------------------------------
/** \brief Class to manage render options. One global instance
*/
//-------------------------------------------------------------------------------
class RenderOptions
{
public:
// enumerates different drawing modi. POINT is currently
// not supported and probably will never be.
enum DrawMode {NORMAL, WIREFRAME, POINT};
inline RenderOptions (void) :
bMultiSample (true),
bSuperSample (false),
bRenderMats (true),
bRenderNormals (false),
eDrawMode (NORMAL),
b3Lights (false),
bLightRotate (false),
bRotate (true),
bLowQuality (false),
bNoSpecular (false),
bStereoView (false) {}
bool bMultiSample;
// SuperSampling has not yet been implemented
bool bSuperSample;
// Display the real material of the object
bool bRenderMats;
// Render the normals
bool bRenderNormals;
// Use 2 directional light sources
bool b3Lights;
// Automatically rotate the light source(s)
bool bLightRotate;
// Automatically rotate the asset around its origin
bool bRotate;
// use standard lambertian lighting
bool bLowQuality;
// disable specular lighting got all elements in the scene
bool bNoSpecular;
// enable stereo view
bool bStereoView;
// wireframe or solid rendering?
DrawMode eDrawMode;
};
#endif // !! IG