miniassimp

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

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
parents
children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/include/miniassimp/light.h	Mon Jan 28 18:19:26 2019 +0200
     1.3 @@ -0,0 +1,259 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2018, assimp team
    1.10 +
    1.11 +
    1.12 +
    1.13 +All rights reserved.
    1.14 +
    1.15 +Redistribution and use of this software in source and binary forms,
    1.16 +with or without modification, are permitted provided that the following
    1.17 +conditions are met:
    1.18 +
    1.19 +* Redistributions of source code must retain the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer.
    1.22 +
    1.23 +* Redistributions in binary form must reproduce the above
    1.24 +  copyright notice, this list of conditions and the
    1.25 +  following disclaimer in the documentation and/or other
    1.26 +  materials provided with the distribution.
    1.27 +
    1.28 +* Neither the name of the assimp team, nor the names of its
    1.29 +  contributors may be used to endorse or promote products
    1.30 +  derived from this software without specific prior
    1.31 +  written permission of the assimp team.
    1.32 +
    1.33 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
    1.34 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
    1.35 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.36 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
    1.37 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.38 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
    1.39 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.40 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
    1.41 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    1.42 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    1.43 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.44 +---------------------------------------------------------------------------
    1.45 +*/
    1.46 +
    1.47 +/** @file light.h
    1.48 + *  @brief Defines the aiLight data structure
    1.49 + */
    1.50 +
    1.51 +#pragma once
    1.52 +#ifndef AI_LIGHT_H_INC
    1.53 +#define AI_LIGHT_H_INC
    1.54 +
    1.55 +#include "types.h"
    1.56 +
    1.57 +#ifdef __cplusplus
    1.58 +extern "C" {
    1.59 +#endif
    1.60 +
    1.61 +// ---------------------------------------------------------------------------
    1.62 +/** Enumerates all supported types of light sources.
    1.63 + */
    1.64 +enum aiLightSourceType
    1.65 +{
    1.66 +    aiLightSource_UNDEFINED     = 0x0,
    1.67 +
    1.68 +    //! A directional light source has a well-defined direction
    1.69 +    //! but is infinitely far away. That's quite a good
    1.70 +    //! approximation for sun light.
    1.71 +    aiLightSource_DIRECTIONAL   = 0x1,
    1.72 +
    1.73 +    //! A point light source has a well-defined position
    1.74 +    //! in space but no direction - it emits light in all
    1.75 +    //! directions. A normal bulb is a point light.
    1.76 +    aiLightSource_POINT         = 0x2,
    1.77 +
    1.78 +    //! A spot light source emits light in a specific
    1.79 +    //! angle. It has a position and a direction it is pointing to.
    1.80 +    //! A good example for a spot light is a light spot in
    1.81 +    //! sport arenas.
    1.82 +    aiLightSource_SPOT          = 0x3,
    1.83 +
    1.84 +    //! The generic light level of the world, including the bounces
    1.85 +    //! of all other light sources.
    1.86 +    //! Typically, there's at most one ambient light in a scene.
    1.87 +    //! This light type doesn't have a valid position, direction, or
    1.88 +    //! other properties, just a color.
    1.89 +    aiLightSource_AMBIENT       = 0x4,
    1.90 +
    1.91 +    //! An area light is a rectangle with predefined size that uniformly
    1.92 +    //! emits light from one of its sides. The position is center of the
    1.93 +    //! rectangle and direction is its normal vector.
    1.94 +    aiLightSource_AREA          = 0x5,
    1.95 +
    1.96 +    /** This value is not used. It is just there to force the
    1.97 +     *  compiler to map this enum to a 32 Bit integer.
    1.98 +     */
    1.99 +#ifndef SWIG
   1.100 +    _aiLightSource_Force32Bit = INT_MAX
   1.101 +#endif
   1.102 +};
   1.103 +
   1.104 +// ---------------------------------------------------------------------------
   1.105 +/** Helper structure to describe a light source.
   1.106 + *
   1.107 + *  Assimp supports multiple sorts of light sources, including
   1.108 + *  directional, point and spot lights. All of them are defined with just
   1.109 + *  a single structure and distinguished by their parameters.
   1.110 + *  Note - some file formats (such as 3DS, ASE) export a "target point" -
   1.111 + *  the point a spot light is looking at (it can even be animated). Assimp
   1.112 + *  writes the target point as a subnode of a spotlights's main node,
   1.113 + *  called "<spotName>.Target". However, this is just additional information
   1.114 + *  then, the transformation tracks of the main node make the
   1.115 + *  spot light already point in the right direction.
   1.116 +*/
   1.117 +struct aiLight
   1.118 +{
   1.119 +    /** The name of the light source.
   1.120 +     *
   1.121 +     *  There must be a node in the scenegraph with the same name.
   1.122 +     *  This node specifies the position of the light in the scene
   1.123 +     *  hierarchy and can be animated.
   1.124 +     */
   1.125 +    C_STRUCT aiString mName;
   1.126 +
   1.127 +    /** The type of the light source.
   1.128 +     *
   1.129 +     * aiLightSource_UNDEFINED is not a valid value for this member.
   1.130 +     */
   1.131 +    C_ENUM aiLightSourceType mType;
   1.132 +
   1.133 +    /** Position of the light source in space. Relative to the
   1.134 +     *  transformation of the node corresponding to the light.
   1.135 +     *
   1.136 +     *  The position is undefined for directional lights.
   1.137 +     */
   1.138 +    C_STRUCT aiVector3D mPosition;
   1.139 +
   1.140 +    /** Direction of the light source in space. Relative to the
   1.141 +     *  transformation of the node corresponding to the light.
   1.142 +     *
   1.143 +     *  The direction is undefined for point lights. The vector
   1.144 +     *  may be normalized, but it needn't.
   1.145 +     */
   1.146 +    C_STRUCT aiVector3D mDirection;
   1.147 +
   1.148 +    /** Up direction of the light source in space. Relative to the
   1.149 +     *  transformation of the node corresponding to the light.
   1.150 +     *
   1.151 +     *  The direction is undefined for point lights. The vector
   1.152 +     *  may be normalized, but it needn't.
   1.153 +     */
   1.154 +    C_STRUCT aiVector3D mUp;
   1.155 +
   1.156 +    /** Constant light attenuation factor.
   1.157 +     *
   1.158 +     *  The intensity of the light source at a given distance 'd' from
   1.159 +     *  the light's position is
   1.160 +     *  @code
   1.161 +     *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.162 +     *  @endcode
   1.163 +     *  This member corresponds to the att0 variable in the equation.
   1.164 +     *  Naturally undefined for directional lights.
   1.165 +     */
   1.166 +    float mAttenuationConstant;
   1.167 +
   1.168 +    /** Linear light attenuation factor.
   1.169 +     *
   1.170 +     *  The intensity of the light source at a given distance 'd' from
   1.171 +     *  the light's position is
   1.172 +     *  @code
   1.173 +     *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.174 +     *  @endcode
   1.175 +     *  This member corresponds to the att1 variable in the equation.
   1.176 +     *  Naturally undefined for directional lights.
   1.177 +     */
   1.178 +    float mAttenuationLinear;
   1.179 +
   1.180 +    /** Quadratic light attenuation factor.
   1.181 +     *
   1.182 +     *  The intensity of the light source at a given distance 'd' from
   1.183 +     *  the light's position is
   1.184 +     *  @code
   1.185 +     *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.186 +     *  @endcode
   1.187 +     *  This member corresponds to the att2 variable in the equation.
   1.188 +     *  Naturally undefined for directional lights.
   1.189 +     */
   1.190 +    float mAttenuationQuadratic;
   1.191 +
   1.192 +    /** Diffuse color of the light source
   1.193 +     *
   1.194 +     *  The diffuse light color is multiplied with the diffuse
   1.195 +     *  material color to obtain the final color that contributes
   1.196 +     *  to the diffuse shading term.
   1.197 +     */
   1.198 +    C_STRUCT aiColor3D mColorDiffuse;
   1.199 +
   1.200 +    /** Specular color of the light source
   1.201 +     *
   1.202 +     *  The specular light color is multiplied with the specular
   1.203 +     *  material color to obtain the final color that contributes
   1.204 +     *  to the specular shading term.
   1.205 +     */
   1.206 +    C_STRUCT aiColor3D mColorSpecular;
   1.207 +
   1.208 +    /** Ambient color of the light source
   1.209 +     *
   1.210 +     *  The ambient light color is multiplied with the ambient
   1.211 +     *  material color to obtain the final color that contributes
   1.212 +     *  to the ambient shading term. Most renderers will ignore
   1.213 +     *  this value it, is just a remaining of the fixed-function pipeline
   1.214 +     *  that is still supported by quite many file formats.
   1.215 +     */
   1.216 +    C_STRUCT aiColor3D mColorAmbient;
   1.217 +
   1.218 +    /** Inner angle of a spot light's light cone.
   1.219 +     *
   1.220 +     *  The spot light has maximum influence on objects inside this
   1.221 +     *  angle. The angle is given in radians. It is 2PI for point
   1.222 +     *  lights and undefined for directional lights.
   1.223 +     */
   1.224 +    float mAngleInnerCone;
   1.225 +
   1.226 +    /** Outer angle of a spot light's light cone.
   1.227 +     *
   1.228 +     *  The spot light does not affect objects outside this angle.
   1.229 +     *  The angle is given in radians. It is 2PI for point lights and
   1.230 +     *  undefined for directional lights. The outer angle must be
   1.231 +     *  greater than or equal to the inner angle.
   1.232 +     *  It is assumed that the application uses a smooth
   1.233 +     *  interpolation between the inner and the outer cone of the
   1.234 +     *  spot light.
   1.235 +     */
   1.236 +    float mAngleOuterCone;
   1.237 +
   1.238 +    /** Size of area light source. */
   1.239 +    C_STRUCT aiVector2D mSize;
   1.240 +
   1.241 +#ifdef __cplusplus
   1.242 +
   1.243 +    aiLight() AI_NO_EXCEPT
   1.244 +        :   mType                 (aiLightSource_UNDEFINED)
   1.245 +        ,   mAttenuationConstant  (0.f)
   1.246 +        ,   mAttenuationLinear    (1.f)
   1.247 +        ,   mAttenuationQuadratic (0.f)
   1.248 +        ,   mAngleInnerCone       ((float)AI_MATH_TWO_PI)
   1.249 +        ,   mAngleOuterCone       ((float)AI_MATH_TWO_PI)
   1.250 +        ,   mSize                 (0.f, 0.f)
   1.251 +    {
   1.252 +    }
   1.253 +
   1.254 +#endif
   1.255 +};
   1.256 +
   1.257 +#ifdef __cplusplus
   1.258 +}
   1.259 +#endif 
   1.260 +
   1.261 +
   1.262 +#endif // !! AI_LIGHT_H_INC