#include <Aspect_Handle.hxx>
#include <Aspect_RenderingContext.hxx>
+#include <Aspect_SkydomeBackground.hxx>
#include <Aspect_Window.hxx>
#include <Graphic3d_BufferType.hxx>
#include <Graphic3d_Camera.hxx>
//! Sets background type.
void SetBackgroundType (Graphic3d_TypeOfBackground theType) { myBackgroundType = theType; }
+ //! Returns skydome aspect;
+ const Aspect_SkydomeBackground& BackgroundSkydome() const { return mySkydomeAspect; }
+
+ //! Sets skydome aspect
+ Standard_EXPORT void SetBackgroundSkydome (const Aspect_SkydomeBackground& theAspect,
+ Standard_Boolean theToUpdatePBREnv = Standard_True);
+
//! Enables or disables IBL (Image Based Lighting) from background cubemap.
//! Has no effect if PBR is not used.
//! @param[in] theToEnableIBL enable or disable IBL from background cubemap
Handle(Graphic3d_CubeMap) myCubeMapIBL; //!< Cubemap used for environment lighting
Handle(Graphic3d_TextureEnv) myTextureEnvData;
Graphic3d_TypeOfBackground myBackgroundType; //!< Current type of background
+ Aspect_SkydomeBackground mySkydomeAspect;
+ Standard_Boolean myToUpdateSkydome;
Handle(Graphic3d_StructureManager) myStructureManager;
Handle(Graphic3d_Camera) myCamera;