miniassimp

annotate include/miniassimp/light.h @ 0:879c81d94345

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
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nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2018, assimp team
nuclear@0 7
nuclear@0 8
nuclear@0 9
nuclear@0 10 All rights reserved.
nuclear@0 11
nuclear@0 12 Redistribution and use of this software in source and binary forms,
nuclear@0 13 with or without modification, are permitted provided that the following
nuclear@0 14 conditions are met:
nuclear@0 15
nuclear@0 16 * Redistributions of source code must retain the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer.
nuclear@0 19
nuclear@0 20 * Redistributions in binary form must reproduce the above
nuclear@0 21 copyright notice, this list of conditions and the
nuclear@0 22 following disclaimer in the documentation and/or other
nuclear@0 23 materials provided with the distribution.
nuclear@0 24
nuclear@0 25 * Neither the name of the assimp team, nor the names of its
nuclear@0 26 contributors may be used to endorse or promote products
nuclear@0 27 derived from this software without specific prior
nuclear@0 28 written permission of the assimp team.
nuclear@0 29
nuclear@0 30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 31 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 33 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 34 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 35 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 36 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 37 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 38 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 39 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 40 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 41 ---------------------------------------------------------------------------
nuclear@0 42 */
nuclear@0 43
nuclear@0 44 /** @file light.h
nuclear@0 45 * @brief Defines the aiLight data structure
nuclear@0 46 */
nuclear@0 47
nuclear@0 48 #pragma once
nuclear@0 49 #ifndef AI_LIGHT_H_INC
nuclear@0 50 #define AI_LIGHT_H_INC
nuclear@0 51
nuclear@0 52 #include "types.h"
nuclear@0 53
nuclear@0 54 #ifdef __cplusplus
nuclear@0 55 extern "C" {
nuclear@0 56 #endif
nuclear@0 57
nuclear@0 58 // ---------------------------------------------------------------------------
nuclear@0 59 /** Enumerates all supported types of light sources.
nuclear@0 60 */
nuclear@0 61 enum aiLightSourceType
nuclear@0 62 {
nuclear@0 63 aiLightSource_UNDEFINED = 0x0,
nuclear@0 64
nuclear@0 65 //! A directional light source has a well-defined direction
nuclear@0 66 //! but is infinitely far away. That's quite a good
nuclear@0 67 //! approximation for sun light.
nuclear@0 68 aiLightSource_DIRECTIONAL = 0x1,
nuclear@0 69
nuclear@0 70 //! A point light source has a well-defined position
nuclear@0 71 //! in space but no direction - it emits light in all
nuclear@0 72 //! directions. A normal bulb is a point light.
nuclear@0 73 aiLightSource_POINT = 0x2,
nuclear@0 74
nuclear@0 75 //! A spot light source emits light in a specific
nuclear@0 76 //! angle. It has a position and a direction it is pointing to.
nuclear@0 77 //! A good example for a spot light is a light spot in
nuclear@0 78 //! sport arenas.
nuclear@0 79 aiLightSource_SPOT = 0x3,
nuclear@0 80
nuclear@0 81 //! The generic light level of the world, including the bounces
nuclear@0 82 //! of all other light sources.
nuclear@0 83 //! Typically, there's at most one ambient light in a scene.
nuclear@0 84 //! This light type doesn't have a valid position, direction, or
nuclear@0 85 //! other properties, just a color.
nuclear@0 86 aiLightSource_AMBIENT = 0x4,
nuclear@0 87
nuclear@0 88 //! An area light is a rectangle with predefined size that uniformly
nuclear@0 89 //! emits light from one of its sides. The position is center of the
nuclear@0 90 //! rectangle and direction is its normal vector.
nuclear@0 91 aiLightSource_AREA = 0x5,
nuclear@0 92
nuclear@0 93 /** This value is not used. It is just there to force the
nuclear@0 94 * compiler to map this enum to a 32 Bit integer.
nuclear@0 95 */
nuclear@0 96 #ifndef SWIG
nuclear@0 97 _aiLightSource_Force32Bit = INT_MAX
nuclear@0 98 #endif
nuclear@0 99 };
nuclear@0 100
nuclear@0 101 // ---------------------------------------------------------------------------
nuclear@0 102 /** Helper structure to describe a light source.
nuclear@0 103 *
nuclear@0 104 * Assimp supports multiple sorts of light sources, including
nuclear@0 105 * directional, point and spot lights. All of them are defined with just
nuclear@0 106 * a single structure and distinguished by their parameters.
nuclear@0 107 * Note - some file formats (such as 3DS, ASE) export a "target point" -
nuclear@0 108 * the point a spot light is looking at (it can even be animated). Assimp
nuclear@0 109 * writes the target point as a subnode of a spotlights's main node,
nuclear@0 110 * called "<spotName>.Target". However, this is just additional information
nuclear@0 111 * then, the transformation tracks of the main node make the
nuclear@0 112 * spot light already point in the right direction.
nuclear@0 113 */
nuclear@0 114 struct aiLight
nuclear@0 115 {
nuclear@0 116 /** The name of the light source.
nuclear@0 117 *
nuclear@0 118 * There must be a node in the scenegraph with the same name.
nuclear@0 119 * This node specifies the position of the light in the scene
nuclear@0 120 * hierarchy and can be animated.
nuclear@0 121 */
nuclear@0 122 C_STRUCT aiString mName;
nuclear@0 123
nuclear@0 124 /** The type of the light source.
nuclear@0 125 *
nuclear@0 126 * aiLightSource_UNDEFINED is not a valid value for this member.
nuclear@0 127 */
nuclear@0 128 C_ENUM aiLightSourceType mType;
nuclear@0 129
nuclear@0 130 /** Position of the light source in space. Relative to the
nuclear@0 131 * transformation of the node corresponding to the light.
nuclear@0 132 *
nuclear@0 133 * The position is undefined for directional lights.
nuclear@0 134 */
nuclear@0 135 C_STRUCT aiVector3D mPosition;
nuclear@0 136
nuclear@0 137 /** Direction of the light source in space. Relative to the
nuclear@0 138 * transformation of the node corresponding to the light.
nuclear@0 139 *
nuclear@0 140 * The direction is undefined for point lights. The vector
nuclear@0 141 * may be normalized, but it needn't.
nuclear@0 142 */
nuclear@0 143 C_STRUCT aiVector3D mDirection;
nuclear@0 144
nuclear@0 145 /** Up direction of the light source in space. Relative to the
nuclear@0 146 * transformation of the node corresponding to the light.
nuclear@0 147 *
nuclear@0 148 * The direction is undefined for point lights. The vector
nuclear@0 149 * may be normalized, but it needn't.
nuclear@0 150 */
nuclear@0 151 C_STRUCT aiVector3D mUp;
nuclear@0 152
nuclear@0 153 /** Constant light attenuation factor.
nuclear@0 154 *
nuclear@0 155 * The intensity of the light source at a given distance 'd' from
nuclear@0 156 * the light's position is
nuclear@0 157 * @code
nuclear@0 158 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 159 * @endcode
nuclear@0 160 * This member corresponds to the att0 variable in the equation.
nuclear@0 161 * Naturally undefined for directional lights.
nuclear@0 162 */
nuclear@0 163 float mAttenuationConstant;
nuclear@0 164
nuclear@0 165 /** Linear light attenuation factor.
nuclear@0 166 *
nuclear@0 167 * The intensity of the light source at a given distance 'd' from
nuclear@0 168 * the light's position is
nuclear@0 169 * @code
nuclear@0 170 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 171 * @endcode
nuclear@0 172 * This member corresponds to the att1 variable in the equation.
nuclear@0 173 * Naturally undefined for directional lights.
nuclear@0 174 */
nuclear@0 175 float mAttenuationLinear;
nuclear@0 176
nuclear@0 177 /** Quadratic light attenuation factor.
nuclear@0 178 *
nuclear@0 179 * The intensity of the light source at a given distance 'd' from
nuclear@0 180 * the light's position is
nuclear@0 181 * @code
nuclear@0 182 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 183 * @endcode
nuclear@0 184 * This member corresponds to the att2 variable in the equation.
nuclear@0 185 * Naturally undefined for directional lights.
nuclear@0 186 */
nuclear@0 187 float mAttenuationQuadratic;
nuclear@0 188
nuclear@0 189 /** Diffuse color of the light source
nuclear@0 190 *
nuclear@0 191 * The diffuse light color is multiplied with the diffuse
nuclear@0 192 * material color to obtain the final color that contributes
nuclear@0 193 * to the diffuse shading term.
nuclear@0 194 */
nuclear@0 195 C_STRUCT aiColor3D mColorDiffuse;
nuclear@0 196
nuclear@0 197 /** Specular color of the light source
nuclear@0 198 *
nuclear@0 199 * The specular light color is multiplied with the specular
nuclear@0 200 * material color to obtain the final color that contributes
nuclear@0 201 * to the specular shading term.
nuclear@0 202 */
nuclear@0 203 C_STRUCT aiColor3D mColorSpecular;
nuclear@0 204
nuclear@0 205 /** Ambient color of the light source
nuclear@0 206 *
nuclear@0 207 * The ambient light color is multiplied with the ambient
nuclear@0 208 * material color to obtain the final color that contributes
nuclear@0 209 * to the ambient shading term. Most renderers will ignore
nuclear@0 210 * this value it, is just a remaining of the fixed-function pipeline
nuclear@0 211 * that is still supported by quite many file formats.
nuclear@0 212 */
nuclear@0 213 C_STRUCT aiColor3D mColorAmbient;
nuclear@0 214
nuclear@0 215 /** Inner angle of a spot light's light cone.
nuclear@0 216 *
nuclear@0 217 * The spot light has maximum influence on objects inside this
nuclear@0 218 * angle. The angle is given in radians. It is 2PI for point
nuclear@0 219 * lights and undefined for directional lights.
nuclear@0 220 */
nuclear@0 221 float mAngleInnerCone;
nuclear@0 222
nuclear@0 223 /** Outer angle of a spot light's light cone.
nuclear@0 224 *
nuclear@0 225 * The spot light does not affect objects outside this angle.
nuclear@0 226 * The angle is given in radians. It is 2PI for point lights and
nuclear@0 227 * undefined for directional lights. The outer angle must be
nuclear@0 228 * greater than or equal to the inner angle.
nuclear@0 229 * It is assumed that the application uses a smooth
nuclear@0 230 * interpolation between the inner and the outer cone of the
nuclear@0 231 * spot light.
nuclear@0 232 */
nuclear@0 233 float mAngleOuterCone;
nuclear@0 234
nuclear@0 235 /** Size of area light source. */
nuclear@0 236 C_STRUCT aiVector2D mSize;
nuclear@0 237
nuclear@0 238 #ifdef __cplusplus
nuclear@0 239
nuclear@0 240 aiLight() AI_NO_EXCEPT
nuclear@0 241 : mType (aiLightSource_UNDEFINED)
nuclear@0 242 , mAttenuationConstant (0.f)
nuclear@0 243 , mAttenuationLinear (1.f)
nuclear@0 244 , mAttenuationQuadratic (0.f)
nuclear@0 245 , mAngleInnerCone ((float)AI_MATH_TWO_PI)
nuclear@0 246 , mAngleOuterCone ((float)AI_MATH_TWO_PI)
nuclear@0 247 , mSize (0.f, 0.f)
nuclear@0 248 {
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 #endif
nuclear@0 252 };
nuclear@0 253
nuclear@0 254 #ifdef __cplusplus
nuclear@0 255 }
nuclear@0 256 #endif
nuclear@0 257
nuclear@0 258
nuclear@0 259 #endif // !! AI_LIGHT_H_INC