miniassimp

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

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