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#pragma once
/*
* Copyright(c) 2018 Jeremiah van Oosten
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files(the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions :
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file TextureUsage.h
* @date October 24, 2018
* @author Jeremiah van Oosten
*
* @brief The TextureUsage enumeration describes how a texture is used.
* Albedo (diffuse) textures should be loaded and stored using sRGB formats
* so that the texture sampler will automatically linearize the color when
* sampled.
* Height maps and normals must must not be linearized during load and thus
* must ignore any sRGB settings that they may contain in the metadata of the
* image file.
*/
enum class TextureUsage
{
Albedo,
Diffuse = Albedo, // Treat Diffuse and Albedo textures the same.
Heightmap,
Depth = Heightmap, // Treat height and depth textures the same.
Normalmap,
RenderTarget, // Texture is used as a render target.
};
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