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qssgrenderableimage_p.h
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// Copyright (C) 2008-2012 NVIDIA Corporation.
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// Copyright (C) 2019 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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// Qt-Security score:significant reason:default
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#
ifndef
QSSG_RENDERABLE_IMAGE_H
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#
define
QSSG_RENDERABLE_IMAGE_H
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//
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// W A R N I N G
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// -------------
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//
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// This file is not part of the Qt API. It exists purely as an
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// implementation detail. This header file may change from version to
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// version without notice, or even be removed.
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//
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// We mean it.
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//
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#
include
<
QtQuick3DRuntimeRender
/
private
/
qtquick3druntimerenderglobal_p
.
h
>
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#
include
<
QtQuick3DRuntimeRender
/
private
/
qssgrenderimage_p
.
h
>
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QT_BEGIN_NAMESPACE
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// Some precomputed information on a given image. When generating a renderable,
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// the layer preparation step goes through all the possible images on a
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// material (which includes all regular texture maps, but does not include
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// light probes or custom texture properties for custom materials), and for
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// each valid image it generates, if not already done, the QRhiTexture (for the
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// current scene's window, and so render thread), and calculates some other
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// data and flags.
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struct
QSSGRenderableImage
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{
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enum
class
Type : quint8 {
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Unknown = 0,
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Diffuse,
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Opacity,
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Specular,
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Emissive,
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Bump,
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SpecularAmountMap,
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Normal,
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Translucency,
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Roughness,
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BaseColor,
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Metalness,
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Occlusion,
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Height,
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Clearcoat,
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ClearcoatRoughness,
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ClearcoatNormal,
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Transmission,
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Thickness
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};
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const
QSSGRenderImage &m_imageNode;
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QSSGRenderImageTexture m_texture;
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QSSGRenderableImage *m_nextImage;
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Type m_mapType;
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QSSGRenderableImage(Type inMapType,
const
QSSGRenderImage &inImageNode,
const
QSSGRenderImageTexture &inTexture)
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: m_imageNode(inImageNode), m_texture(inTexture), m_nextImage(
nullptr
), m_mapType(inMapType)
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{
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}
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};
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QT_END_NAMESPACE
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#
endif
qtquick3d
src
runtimerender
qssgrenderableimage_p.h
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