preparing RenderFramework
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73
inc/hgl/graph/LightingModel.h
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73
inc/hgl/graph/LightingModel.h
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#pragma once
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#include<hgl/graph/VK.h>
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VK_NAMESPACE_BEGIN
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enum class LightingModel:uint8
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{
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Unlit,
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Gizmo, ///<Gizmo专用(Blinnphong的特定版本,内置假的太阳光方向、高光系数等,使其不需要外部UBO传入)
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Blinnphong, ///<Blinnphong光照模型
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FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
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MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
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WebPBR, ///<Khronos为WebGL提供的PBR
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FilamentPBR, ///<Filament引擎所提供的PBR
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AMDPBR, ///<AMD Caulrdon框架所提供的PBR
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BlenderPBR, ///<Blender所提供的PBR
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ENUM_CLASS_RANGE(Unlit,BlenderPBR)
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};//enum class LightingModel:uint8
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constexpr const char *LightingModelName[]=
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{
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"Unlit",
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"Gizmo",
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"Blinnphong",
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"FakePBR",
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"MicroPBR",
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"WebPBR",
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"FilamentPBR",
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"AMDPBR",
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"BlenderPBR"
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};
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/**
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* 天光来源
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*/
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enum class SkyLightSource:uint8
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{
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PureColor, ///<纯色
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GradientColor, ///<过渡色
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Cubemap, ///<立方体贴图
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IBL, ///<IBL立方体贴图
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ENUM_CLASS_RANGE(PureColor,IBL)
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};//enum class SkyLightSource:uint8
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/**
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* 环境光来源
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*/
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enum class AmbientLightSource:uint8
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{
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PureColor, ///<纯色
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Distance, ///<距离(用于显示深邃场景,比如峡谷、深井、管道,越远越黑。理论等同AO)
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LightProbe, ///<光线探针(也许也是Cubemap,也许不是)
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Cubemap, ///<本地Cubemap
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};//enum class AmbientLightSource:uint8
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VK_NAMESPACE_END
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