Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::DVDConverter::detail Namespace Reference

Functions

static hashMap< U32, TextureWrapfillTextureWrapMap ()
 
static hashMap< U32, ShadingModefillShadingModeMap ()
 
static hashMap< U32, TextureOperationfillTextureOperationMap ()
 
void BuildGeometryBuffers (PlatformContext &context, Import::ImportData &target)
 
void LoadSubMeshGeometry (const aiMesh *source, Import::SubMeshData &subMeshData, Import::ImportData &target)
 
void LoadSubMeshMaterial (Import::MaterialData &material, const aiScene *source, const ResourcePath &modelDirectoryName, const U16 materialIndex, const Str< 128 > &materialName, const GeometryFormat format, bool convertHeightToBumpMap)
 

Variables

static NO_DESTROY hashMap< U32, TextureWrapaiTextureMapModeTable = fillTextureWrapMap()
 
static NO_DESTROY hashMap< U32, ShadingModeaiShadingModeInternalTable = fillShadingModeMap()
 
static NO_DESTROY hashMap< U32, TextureOperationaiTextureOperationTable = fillTextureOperationMap()
 

Function Documentation

◆ BuildGeometryBuffers()

void Divide::DVDConverter::detail::BuildGeometryBuffers ( PlatformContext context,
Import::ImportData target 
)

Definition at line 343 of file DVDConverter.cpp.

◆ fillShadingModeMap()

static hashMap< U32, ShadingMode > Divide::DVDConverter::detail::fillShadingModeMap ( )
static

Definition at line 88 of file DVDConverter.cpp.

◆ fillTextureOperationMap()

static hashMap< U32, TextureOperation > Divide::DVDConverter::detail::fillTextureOperationMap ( )
static

Definition at line 106 of file DVDConverter.cpp.

◆ fillTextureWrapMap()

static hashMap< U32, TextureWrap > Divide::DVDConverter::detail::fillTextureWrapMap ( )
static

Definition at line 78 of file DVDConverter.cpp.

◆ LoadSubMeshGeometry()

void Divide::DVDConverter::detail::LoadSubMeshGeometry ( const aiMesh *  source,
Import::SubMeshData subMeshData,
Import::ImportData target 
)

Definition at line 453 of file DVDConverter.cpp.

◆ LoadSubMeshMaterial()

void Divide::DVDConverter::detail::LoadSubMeshMaterial ( Import::MaterialData material,
const aiScene *  source,
const ResourcePath modelDirectoryName,
const U16  materialIndex,
const Str< 128 > &  materialName,
const GeometryFormat  format,
bool  convertHeightToBumpMap 
)

Physically-Based Rendering (PBR) shading using Bidirectional scattering/reflectance distribution function (BSDF/BRDF) There are multiple methods under this banner, and model files may provide data for more than one PBR-BRDF method. Applications should use the set of provided properties to determine which of their preferred PBR rendering methods are likely to be available eg:

  • If AI_MATKEY_METALLIC_FACTOR is set, then a Metallic/Roughness is available
  • If AI_MATKEY_GLOSSINESS_FACTOR is set, then a Specular/Glossiness is available Note that some PBR methods allow layering of techniques

Definition at line 663 of file DVDConverter.cpp.

Variable Documentation

◆ aiShadingModeInternalTable

NO_DESTROY hashMap<U32, ShadingMode> Divide::DVDConverter::detail::aiShadingModeInternalTable = fillShadingModeMap()
static

Definition at line 120 of file DVDConverter.cpp.

◆ aiTextureMapModeTable

NO_DESTROY hashMap<U32, TextureWrap> Divide::DVDConverter::detail::aiTextureMapModeTable = fillTextureWrapMap()
static

Definition at line 119 of file DVDConverter.cpp.

◆ aiTextureOperationTable

NO_DESTROY hashMap<U32, TextureOperation> Divide::DVDConverter::detail::aiTextureOperationTable = fillTextureOperationMap()
static

Definition at line 121 of file DVDConverter.cpp.