- collada 1.5.0 textures are readable now - cube and volume maps and mip initializations are skipped Material system - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API). ComputeUV Changed mapping axis property to vec3 Adapted step WARN: produces mirrored uv coords now. LH issue. IRR Updated to new texture types 3DS Updated to new texture types NFF Updated to new texture types git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
//-------------------------------------------------------------------------------
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/**
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* This program is distributed under the terms of the GNU Lesser General
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* Public License (LGPL).
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*
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* ASSIMP Viewer Utility
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*
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*/
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//-------------------------------------------------------------------------------
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#if (!defined AV_RO_H_INCLUDED)
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#define AV_RO_H_INCLUDED
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//-------------------------------------------------------------------------------
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/** \brief Class to manage render options. One global instance
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*/
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//-------------------------------------------------------------------------------
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class RenderOptions
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{
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public:
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// enumerates different drawing modi. POINT is currently
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// not supported and probably will never be.
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enum DrawMode {NORMAL, WIREFRAME, POINT};
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inline RenderOptions (void) :
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bMultiSample (true),
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bSuperSample (false),
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bRenderMats (true),
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bRenderNormals (false),
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eDrawMode (NORMAL),
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b3Lights (false),
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bLightRotate (false),
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bRotate (true),
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bLowQuality (false),
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bNoSpecular (false),
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bStereoView (false),
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bCulling (false),
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bSkeleton (false) {}
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bool bMultiSample;
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// SuperSampling has not yet been implemented
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bool bSuperSample;
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// Display the real material of the object
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bool bRenderMats;
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// Render the normals
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bool bRenderNormals;
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// Use 2 directional light sources
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bool b3Lights;
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// Automatically rotate the light source(s)
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bool bLightRotate;
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// Automatically rotate the asset around its origin
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bool bRotate;
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// use standard lambertian lighting
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bool bLowQuality;
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// disable specular lighting got all elements in the scene
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bool bNoSpecular;
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// enable stereo view
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bool bStereoView;
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// wireframe or solid rendering?
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DrawMode eDrawMode;
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bool bCulling,bSkeleton;
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};
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#endif // !! IG
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