diff options
| author | Jean-Philippe Bruyère <jp_bruyere@hotmail.com> | 2019-04-24 04:17:16 +0200 |
|---|---|---|
| committer | Jean-Philippe Bruyère <jp_bruyere@hotmail.com> | 2019-04-24 04:17:16 +0200 |
| commit | 2d2e2ff4038db052d0186645f5afe4ec9daf2505 (patch) | |
| tree | d8491d9921381ec5d4149fdc014b72e375199dab /vke/src/Model.cs | |
| parent | 25fc1c7019142137dc67e4fad0c3088d845ab0a8 (diff) | |
use boolean for tex0 and tex1 availability tests
Diffstat (limited to 'vke/src/Model.cs')
| -rw-r--r-- | vke/src/Model.cs | 18 |
1 files changed, 5 insertions, 13 deletions
diff --git a/vke/src/Model.cs b/vke/src/Model.cs index 0958998..c27819e 100644 --- a/vke/src/Model.cs +++ b/vke/src/Model.cs @@ -186,22 +186,14 @@ namespace CVKL { // public UInt32 emissiveTexture; //} - public struct TexCoordSets { - public byte baseColor; - public byte metallicRoughness; - public byte specularGlossiness; - public byte normal; - public byte occlusion; - public byte emissive; - } - /// <summary> /// Material class with textures indices and a descriptorSet for those textures /// </summary> public class Material { + public enum Workflow { PhysicalyBaseRendering = 1, SpecularGlossinnes }; public string Name; - + public Workflow workflow; public UInt32 baseColorTexture; public UInt32 metallicRoughnessTexture; public UInt32 normalTexture; @@ -210,7 +202,8 @@ namespace CVKL { public Vector4 baseColorFactor; public Vector4 emissiveFactor; - public VK.AttachmentType availableAttachments; + public AttachmentType availableAttachments; + public AttachmentType availableAttachments1; public AlphaMode alphaMode; public float alphaCutoff; public float metallicFactor; @@ -219,8 +212,6 @@ namespace CVKL { public bool metallicRoughness = true; public bool specularGlossiness = false; - public TexCoordSets texCoordSets; - //struct Extension { // vkglTF::Texture* specularGlossinessTexture; // vkglTF::Texture* diffuseTexture; @@ -232,6 +223,7 @@ namespace CVKL { public Material (UInt32 _baseColorTexture = 0, UInt32 _metallicRoughnessTexture = 0, UInt32 _normalTexture = 0, UInt32 _occlusionTexture = 0) { + workflow = Workflow.PhysicalyBaseRendering; baseColorTexture = _baseColorTexture; metallicRoughnessTexture = _metallicRoughnessTexture; normalTexture = _normalTexture; |