Open CASCADE Technology 7.8.0
Enumerations
Graphic3d_TypeOfShadingModel.hxx File Reference

Enumerations

enum  Graphic3d_TypeOfShadingModel {
  Graphic3d_TypeOfShadingModel_DEFAULT = -1 , Graphic3d_TypeOfShadingModel_Unlit = 0 , Graphic3d_TypeOfShadingModel_PhongFacet , Graphic3d_TypeOfShadingModel_Gouraud ,
  Graphic3d_TypeOfShadingModel_Phong , Graphic3d_TypeOfShadingModel_Pbr , Graphic3d_TypeOfShadingModel_PbrFacet , Graphic3d_TOSM_DEFAULT = Graphic3d_TypeOfShadingModel_DEFAULT ,
  Graphic3d_TOSM_UNLIT = Graphic3d_TypeOfShadingModel_Unlit , Graphic3d_TOSM_FACET = Graphic3d_TypeOfShadingModel_PhongFacet , Graphic3d_TOSM_VERTEX = Graphic3d_TypeOfShadingModel_Gouraud , Graphic3d_TOSM_FRAGMENT = Graphic3d_TypeOfShadingModel_Phong ,
  Graphic3d_TOSM_PBR = Graphic3d_TypeOfShadingModel_Pbr , Graphic3d_TOSM_PBR_FACET = Graphic3d_TypeOfShadingModel_PbrFacet , Graphic3d_TOSM_NONE = Graphic3d_TOSM_UNLIT , V3d_COLOR = Graphic3d_TOSM_NONE ,
  V3d_FLAT = Graphic3d_TOSM_FACET , V3d_GOURAUD = Graphic3d_TOSM_VERTEX , V3d_PHONG = Graphic3d_TOSM_FRAGMENT
}
 Definition of the color shading model. More...
 
enum  { Graphic3d_TypeOfShadingModel_NB = Graphic3d_TypeOfShadingModel_PbrFacet + 1 }
 

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
Graphic3d_TypeOfShadingModel_NB 

Auxiliary value defining the overall number of values in enumeration Graphic3d_TypeOfShadingModel.

◆ Graphic3d_TypeOfShadingModel

Definition of the color shading model.

Enumerator
Graphic3d_TypeOfShadingModel_DEFAULT 

Use Shading Model, specified as default for entire Viewer.

Graphic3d_TypeOfShadingModel_Unlit 

Unlit Shading (or shadeless), lighting is ignored and facet is fully filled by its material color. This model is useful for artificial/auxiliary objects, not intended to be lit, or for objects with pre-calculated lighting information (e.g. captured by camera).

Graphic3d_TypeOfShadingModel_PhongFacet 

Flat Shading for Phong material model, calculated using triangle normal. Could be useful for mesh element analysis. This shading model does NOT require normals to be defined within vertex attributes.

Graphic3d_TypeOfShadingModel_Gouraud 

Gouraud shading uses the same material definition as Phong reflection model, but emulates an obsolete per-vertex calculations with result color interpolated across fragments, as implemented by T&L hardware blocks on old graphics hardware. This shading model requires normals to be defined within vertex attributes.

Graphic3d_TypeOfShadingModel_Phong 

Phong reflection model, an empirical model defined by Diffuse/Ambient/Specular/Shininess components. Lighting is calculated per-fragment basing on nodal normal (normal is interpolated across fragments of triangle). This shading model requires normals to be defined within vertex attributes.

Graphic3d_TypeOfShadingModel_Pbr 

Metallic-roughness physically based (PBR) illumination system.

Graphic3d_TypeOfShadingModel_PbrFacet 

Same as Graphic3d_TypeOfShadingModel_Pbr but using flat per-triangle normal.

Graphic3d_TOSM_DEFAULT 
Graphic3d_TOSM_UNLIT 
Graphic3d_TOSM_FACET 
Graphic3d_TOSM_VERTEX 
Graphic3d_TOSM_FRAGMENT 
Graphic3d_TOSM_PBR 
Graphic3d_TOSM_PBR_FACET 
Graphic3d_TOSM_NONE 
V3d_COLOR 
V3d_FLAT 
V3d_GOURAUD 
V3d_PHONG