260 lines
8.8 KiB
C
260 lines
8.8 KiB
C
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file light.h
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* @brief Defines the aiLight data structure
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*/
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#pragma once
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#ifndef AI_LIGHT_H_INC
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#define AI_LIGHT_H_INC
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#include "types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Enumerates all supported types of light sources.
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*/
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enum aiLightSourceType
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{
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aiLightSource_UNDEFINED = 0x0,
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//! A directional light source has a well-defined direction
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//! but is infinitely far away. That's quite a good
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//! approximation for sun light.
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aiLightSource_DIRECTIONAL = 0x1,
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//! A point light source has a well-defined position
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//! in space but no direction - it emits light in all
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//! directions. A normal bulb is a point light.
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aiLightSource_POINT = 0x2,
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//! A spot light source emits light in a specific
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//! angle. It has a position and a direction it is pointing to.
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//! A good example for a spot light is a light spot in
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//! sport arenas.
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aiLightSource_SPOT = 0x3,
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//! The generic light level of the world, including the bounces
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//! of all other light sources.
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//! Typically, there's at most one ambient light in a scene.
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//! This light type doesn't have a valid position, direction, or
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//! other properties, just a color.
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aiLightSource_AMBIENT = 0x4,
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//! An area light is a rectangle with predefined size that uniformly
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//! emits light from one of its sides. The position is center of the
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//! rectangle and direction is its normal vector.
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aiLightSource_AREA = 0x5,
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/** This value is not used. It is just there to force the
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* compiler to map this enum to a 32 Bit integer.
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*/
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#ifndef SWIG
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_aiLightSource_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to describe a light source.
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*
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* Assimp supports multiple sorts of light sources, including
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* directional, point and spot lights. All of them are defined with just
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* a single structure and distinguished by their parameters.
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* Note - some file formats (such as 3DS, ASE) export a "target point" -
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* the point a spot light is looking at (it can even be animated). Assimp
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* writes the target point as a subnode of a spotlights's main node,
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* called "<spotName>.Target". However, this is just additional information
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* then, the transformation tracks of the main node make the
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* spot light already point in the right direction.
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*/
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struct aiLight
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{
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/** The name of the light source.
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*
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* There must be a node in the scenegraph with the same name.
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* This node specifies the position of the light in the scene
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* hierarchy and can be animated.
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*/
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C_STRUCT aiString mName;
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/** The type of the light source.
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*
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* aiLightSource_UNDEFINED is not a valid value for this member.
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*/
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C_ENUM aiLightSourceType mType;
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/** Position of the light source in space. Relative to the
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* transformation of the node corresponding to the light.
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*
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* The position is undefined for directional lights.
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*/
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C_STRUCT aiVector3D mPosition;
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/** Direction of the light source in space. Relative to the
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* transformation of the node corresponding to the light.
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*
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* The direction is undefined for point lights. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mDirection;
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/** Up direction of the light source in space. Relative to the
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* transformation of the node corresponding to the light.
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*
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* The direction is undefined for point lights. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mUp;
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/** Constant light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att0 variable in the equation.
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* Naturally undefined for directional lights.
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*/
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float mAttenuationConstant;
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/** Linear light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att1 variable in the equation.
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* Naturally undefined for directional lights.
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*/
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float mAttenuationLinear;
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/** Quadratic light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att2 variable in the equation.
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* Naturally undefined for directional lights.
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*/
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float mAttenuationQuadratic;
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/** Diffuse color of the light source
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*
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* The diffuse light color is multiplied with the diffuse
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* material color to obtain the final color that contributes
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* to the diffuse shading term.
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*/
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C_STRUCT aiColor3D mColorDiffuse;
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/** Specular color of the light source
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*
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* The specular light color is multiplied with the specular
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* material color to obtain the final color that contributes
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* to the specular shading term.
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*/
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C_STRUCT aiColor3D mColorSpecular;
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/** Ambient color of the light source
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*
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* The ambient light color is multiplied with the ambient
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* material color to obtain the final color that contributes
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* to the ambient shading term. Most renderers will ignore
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* this value it, is just a remaining of the fixed-function pipeline
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* that is still supported by quite many file formats.
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*/
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C_STRUCT aiColor3D mColorAmbient;
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/** Inner angle of a spot light's light cone.
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*
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* The spot light has maximum influence on objects inside this
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* angle. The angle is given in radians. It is 2PI for point
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* lights and undefined for directional lights.
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*/
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float mAngleInnerCone;
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/** Outer angle of a spot light's light cone.
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*
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* The spot light does not affect objects outside this angle.
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* The angle is given in radians. It is 2PI for point lights and
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* undefined for directional lights. The outer angle must be
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* greater than or equal to the inner angle.
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* It is assumed that the application uses a smooth
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* interpolation between the inner and the outer cone of the
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* spot light.
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*/
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float mAngleOuterCone;
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/** Size of area light source. */
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C_STRUCT aiVector2D mSize;
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#ifdef __cplusplus
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aiLight() AI_NO_EXCEPT
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: mType (aiLightSource_UNDEFINED)
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, mAttenuationConstant (0.f)
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, mAttenuationLinear (1.f)
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, mAttenuationQuadratic (0.f)
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, mAngleInnerCone ((float)AI_MATH_TWO_PI)
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, mAngleOuterCone ((float)AI_MATH_TWO_PI)
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, mSize (0.f, 0.f)
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{
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}
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#endif
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // !! AI_LIGHT_H_INC
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