assimp/port/dAssimp/assimp/light.d

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/*
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Open Asset Import Library (ASSIMP)
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Copyright (c) 2006-2020, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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* Redistributions in binary form must reproduce the above
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* Neither the name of the ASSIMP team, nor the names of its
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
/**
* Contains the data structures which are used to store the imported information
* about the light sources in the scene.
*/
module assimp.light;
import assimp.math;
import assimp.types;
extern ( C ) {
/**
* Enumerates all supported types of light sources.
*/
enum aiLightSourceType : uint {
UNDEFINED = 0x0,
/**
* A directional light source has a well-defined direction but is
* infinitely far away. That's quite a good approximation for sun light.
*/
DIRECTIONAL = 0x1,
/**
* A point light source has a well-defined position in space but no
* direction – it emits light in all directions. A normal bulb is a point
* light.
*/
POINT = 0x2,
/**
* A spot light source emits light in a specific angle. It has a position
* and a direction it is pointing to. A good example for a spot light is
* a light spot in sport arenas.
*/
SPOT = 0x3
}
/**
* Helper structure to describe a light source.
*
* Assimp supports multiple sorts of light sources, including directional,
* point and spot lights. All of them are defined with just a single
* structure and distinguished by their parameters.
*
* Note: Some file formats (such as 3DS, ASE) export a "target point" – the
* point a spot light is looking at (it can even be animated). Assimp
* writes the target point as a subnode of a spotlights's main node, called
* <code>[spotName].Target</code>. However, this is just additional
* information then, the transformation tracks of the main node make the
* spot light already point in the right direction.
*/
struct aiLight {
/**
* The name of the light source.
*
* There must be a node in the scenegraph with the same name. This node
* specifies the position of the light in the scenehierarchy and can be
* animated.
*/
aiString mName;
/**
* The type of the light source.
*
* <code>aiLightSource.UNDEFINED</code> is not a valid value for this
* member.
*/
aiLightSourceType mType;
/**
* Position of the light source in space. Relative to the transformation
* of the node corresponding to the light.
*
* The position is undefined for directional lights.
*/
aiVector3D mPosition;
/**
* Direction of the light source in space. Relative to the transformation
* of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector may be
* normalized, but it needn't.
*/
aiVector3D mDirection;
/**
* Constant light attenuation factor.
*
* The intensity of the light source at a given distance
* <code>d</code> from the light's position is
* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
* corresponds to the <code>att0</code> variable in the equation.
*
* Naturally undefined for directional lights.
*/
float mAttenuationConstant;
/**
* Linear light attenuation factor.
*
* The intensity of the light source at a given distance
* <code>d</code> from the light's position is
* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
* corresponds to the <code>att1</code> variable in the equation.
*
* Naturally undefined for directional lights.
*/
float mAttenuationLinear;
/**
* Quadratic light attenuation factor.
*
* The intensity of the light source at a given distance
* <code>d</code> from the light's position is
* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
* corresponds to the <code>att2</code> variable in the equation.
*
* Naturally undefined for directional lights.
*/
float mAttenuationQuadratic;
/**
* Diffuse color of the light source
*
* The diffuse light color is multiplied with the diffuse material color
* to obtain the final color that contributes to the diffuse shading term.
*/
aiColor3D mColorDiffuse;
/**
* Specular color of the light source
*
* The specular light color is multiplied with the specular material
* color to obtain the final color that contributes to the specular
* shading term.
*/
aiColor3D mColorSpecular;
/**
* Ambient color of the light source
*
* The ambient light color is multiplied with the ambient material color
* to obtain the final color that contributes to the ambient shading term.
*
* Most renderers will ignore this value it, is just a remaining of the
* fixed-function pipeline that is still supported by quite many file
* formats.
*/
aiColor3D mColorAmbient;
/**
* Inner angle of a spot light's light cone.
*
* The spot light has maximum influence on objects inside this angle. The
* angle is given in radians. It is 2PI for point lights and undefined
* for directional lights.
*/
float mAngleInnerCone;
/**
* Outer angle of a spot light's light cone.
*
* The spot light does not affect objects outside this angle. The angle
* is given in radians. It is 2PI for point lights and undefined for
* directional lights. The outer angle must be greater than or equal to
* the inner angle.
*
* It is assumed that the application uses a smooth interpolation between
* the inner and the outer cone of the spot light.
*/
float mAngleOuterCone;
}
}