#define _Graphic3d_MaterialAspect_HeaderFile
#include <Graphic3d_BSDF.hxx>
+#include <Graphic3d_PBRMaterial.hxx>
#include <Graphic3d_NameOfMaterial.hxx>
#include <Graphic3d_TypeOfMaterial.hxx>
#include <Graphic3d_TypeOfReflection.hxx>
//! Modifies the BSDF (bidirectional scattering distribution function).
void SetBSDF (const Graphic3d_BSDF& theBSDF) { myBSDF = theBSDF; }
+ //! Returns physically based representation of material
+ const Graphic3d_PBRMaterial& PBRMaterial () const { return myPBRMaterial; }
+
+ //! Modifies the physically based representation of material
+ void SetPBRMaterial (const Graphic3d_PBRMaterial& thePBRMaterial) { myPBRMaterial = thePBRMaterial; }
+
//! Returns TRUE if the reflection mode is active, FALSE otherwise.
Standard_Boolean ReflectionMode (const Graphic3d_TypeOfReflection theType) const
{
return myTransparencyCoef == theOther.myTransparencyCoef
&& myRefractionIndex == theOther.myRefractionIndex
&& myBSDF == theOther.myBSDF
+ && myPBRMaterial == theOther.myPBRMaterial
&& myShininess == theOther.myShininess
&& myColors[Graphic3d_TOR_AMBIENT] == theOther.myColors[Graphic3d_TOR_AMBIENT]
&& myColors[Graphic3d_TOR_DIFFUSE] == theOther.myColors[Graphic3d_TOR_DIFFUSE]
private:
Graphic3d_BSDF myBSDF;
+ Graphic3d_PBRMaterial myPBRMaterial;
TCollection_AsciiString myStringName;
Quantity_Color myColors[Graphic3d_TypeOfReflection_NB];
Standard_ShortReal myTransparencyCoef;