216 lines
7.5 KiB
D
216 lines
7.5 KiB
D
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, ASSIMP Development 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 Development 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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/**
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* Contains the data structures which are used to store the imported information
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* about the light sources in the scene.
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*/
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module assimp.light;
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import assimp.math;
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import assimp.types;
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extern ( C ) {
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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 : uint {
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UNDEFINED = 0x0,
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/**
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* A directional light source has a well-defined direction but is
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* infinitely far away. That's quite a good approximation for sun light.
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*/
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DIRECTIONAL = 0x1,
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/**
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* A point light source has a well-defined position in space but no
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* direction – it emits light in all directions. A normal bulb is a point
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* light.
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*/
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POINT = 0x2,
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/**
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* A spot light source emits light in a specific angle. It has a position
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* and a direction it is pointing to. A good example for a spot light is
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* a light spot in sport arenas.
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*/
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SPOT = 0x3
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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 directional,
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* point and spot lights. All of them are defined with just a single
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* structure and distinguished by their parameters.
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*
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* Note: Some file formats (such as 3DS, ASE) export a "target point" – the
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* 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, called
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* <code>[spotName].Target</code>. However, this is just additional
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* information 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. This node
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* specifies the position of the light in the scenehierarchy and can be
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* animated.
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*/
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aiString mName;
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/**
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* The type of the light source.
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*
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* <code>aiLightSource.UNDEFINED</code> is not a valid value for this
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* member.
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*/
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aiLightSourceType mType;
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/**
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* Position of the light source in space. Relative to the transformation
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* 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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aiVector3D mPosition;
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/**
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* Direction of the light source in space. Relative to the transformation
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* of the node corresponding to the light.
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*
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* The direction is undefined for point lights. The vector may be
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* normalized, but it needn't.
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*/
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aiVector3D mDirection;
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/**
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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
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* <code>d</code> from the light's position is
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* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
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* corresponds to the <code>att0</code> variable in the equation.
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*
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* Naturally undefined for directional lights.
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*/
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float mAttenuationConstant;
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/**
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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
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* <code>d</code> from the light's position is
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* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
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* corresponds to the <code>att1</code> variable in the equation.
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*
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* Naturally undefined for directional lights.
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*/
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float mAttenuationLinear;
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/**
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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
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* <code>d</code> from the light's position is
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* <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
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* corresponds to the <code>att2</code> variable in the equation.
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*
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* Naturally undefined for directional lights.
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*/
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float mAttenuationQuadratic;
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/**
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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 material color
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* to obtain the final color that contributes to the diffuse shading term.
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*/
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aiColor3D mColorDiffuse;
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/**
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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 material
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* color to obtain the final color that contributes to the specular
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* shading term.
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*/
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aiColor3D mColorSpecular;
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/**
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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 material color
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* to obtain the final color that contributes to the ambient shading term.
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*
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* Most renderers will ignore this value it, is just a remaining of the
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* fixed-function pipeline that is still supported by quite many file
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* formats.
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*/
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aiColor3D mColorAmbient;
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/**
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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 angle. The
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* angle is given in radians. It is 2PI for point lights and undefined
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* for directional lights.
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*/
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float mAngleInnerCone;
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/**
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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. The angle
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* is given in radians. It is 2PI for point lights and undefined for
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* directional lights. The outer angle must be greater than or equal to
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* the inner angle.
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*
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* It is assumed that the application uses a smooth interpolation between
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* the inner and the outer cone of the spot light.
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*/
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float mAngleOuterCone;
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}
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}
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