Open CASCADE Technology  7.5.0
Enumerations
Graphic3d_TextureUnit.hxx File Reference

Enumerations

enum  Graphic3d_TextureUnit {
  Graphic3d_TextureUnit_0, Graphic3d_TextureUnit_1, Graphic3d_TextureUnit_2, Graphic3d_TextureUnit_3,
  Graphic3d_TextureUnit_4, Graphic3d_TextureUnit_5, Graphic3d_TextureUnit_6, Graphic3d_TextureUnit_7,
  Graphic3d_TextureUnit_8, Graphic3d_TextureUnit_9, Graphic3d_TextureUnit_10, Graphic3d_TextureUnit_11,
  Graphic3d_TextureUnit_12, Graphic3d_TextureUnit_13, Graphic3d_TextureUnit_14, Graphic3d_TextureUnit_15,
  Graphic3d_TextureUnit_BaseColor = Graphic3d_TextureUnit_0, Graphic3d_TextureUnit_Emissive = Graphic3d_TextureUnit_1, Graphic3d_TextureUnit_Occlusion = Graphic3d_TextureUnit_2, Graphic3d_TextureUnit_Normal = Graphic3d_TextureUnit_3,
  Graphic3d_TextureUnit_MetallicRoughness = Graphic3d_TextureUnit_4, Graphic3d_TextureUnit_EnvMap = Graphic3d_TextureUnit_0, Graphic3d_TextureUnit_PointSprite = Graphic3d_TextureUnit_1, Graphic3d_TextureUnit_PbrEnvironmentLUT = -3,
  Graphic3d_TextureUnit_PbrIblDiffuseSH = -2, Graphic3d_TextureUnit_PbrIblSpecular = -1
}
 Texture unit. More...
 
enum  { Graphic3d_TextureUnit_NB = Graphic3d_TextureUnit_15 + 1 }
 

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
Graphic3d_TextureUnit_NB 

◆ Graphic3d_TextureUnit

Texture unit.

Enumerator
Graphic3d_TextureUnit_0 
Graphic3d_TextureUnit_1 
Graphic3d_TextureUnit_2 
Graphic3d_TextureUnit_3 
Graphic3d_TextureUnit_4 
Graphic3d_TextureUnit_5 
Graphic3d_TextureUnit_6 
Graphic3d_TextureUnit_7 
Graphic3d_TextureUnit_8 
Graphic3d_TextureUnit_9 
Graphic3d_TextureUnit_10 
Graphic3d_TextureUnit_11 
Graphic3d_TextureUnit_12 
Graphic3d_TextureUnit_13 
Graphic3d_TextureUnit_14 
Graphic3d_TextureUnit_15 
Graphic3d_TextureUnit_BaseColor 

sampler2D occSamplerBaseColor. RGB(A) base color of the material and alpha mask/opacity.

Graphic3d_TextureUnit_Emissive 

sampler2D occSamplerEmissive. RGB emissive map controls the color and intensity of the light being emitted by the material.

Graphic3d_TextureUnit_Occlusion 

sampler2D occSamplerOcclusion. Occlusion map indicating areas of indirect lighting. Encoded into RED channel, with 1.0 meaning no occlusion (full color intensity) and 0.0 complete occlusion (black).

Graphic3d_TextureUnit_Normal 

sampler2D occSamplerNormal. XYZ tangent space normal map.

Graphic3d_TextureUnit_MetallicRoughness 

sampler2D occSamplerMetallicRoughness. Metalness + roughness of the material. Encoded into GREEN (roughness) + BLUE (metallic) channels, so that it can be optionally combined with occlusion texture (RED channel).

Graphic3d_TextureUnit_EnvMap 

samplerCube occSampler0. Environment cubemap for background. Rendered by dedicated program and normally occupies first texture unit.

Graphic3d_TextureUnit_PointSprite 

sampler2D occSamplerPointSprite. Sprite alpha-mask or RGBA image mapped using point UV, additional to BaseColor (mapping using vertex UV). This texture unit is set Graphic3d_TextureUnit_1, so that it can be combined with Graphic3d_TextureUnit_BaseColor, while other texture maps (normal map and others) are unexpected and unsupported for points. Note that it can be overridden to Graphic3d_TextureUnit_0 for FFP fallback on hardware without multi-texturing.

Graphic3d_TextureUnit_PbrEnvironmentLUT 

sampler2D occEnvLUT. Lookup table for approximated PBR environment lighting. Configured as index at the end of available texture units - 3.

Graphic3d_TextureUnit_PbrIblDiffuseSH 

sampler2D occDiffIBLMapSHCoeffs. Diffuse (irradiance) IBL map's spherical harmonics coefficients baked for PBR from environment cubemap image. Configured as index at the end of available texture units - 2.

Graphic3d_TextureUnit_PbrIblSpecular 

samplerCube occSpecIBLMap. Specular IBL (Image-Based Lighting) environment map baked for PBR from environment cubemap image. Configured as index at the end of available texture units - 1.