257 lines
8.8 KiB
C
257 lines
8.8 KiB
C
|
/*
|
||
|
---------------------------------------------------------------------------
|
||
|
Open Asset Import Library (assimp)
|
||
|
---------------------------------------------------------------------------
|
||
|
|
||
|
Copyright (c) 2006-2016, assimp team
|
||
|
|
||
|
All rights reserved.
|
||
|
|
||
|
Redistribution and use of this software in source and binary forms,
|
||
|
with or without modification, are permitted provided that the following
|
||
|
conditions are met:
|
||
|
|
||
|
* Redistributions of source code must retain the above
|
||
|
copyright notice, this list of conditions and the
|
||
|
following disclaimer.
|
||
|
|
||
|
* Redistributions in binary form must reproduce the above
|
||
|
copyright notice, this list of conditions and the
|
||
|
following disclaimer in the documentation and/or other
|
||
|
materials provided with the distribution.
|
||
|
|
||
|
* Neither the name of the assimp team, nor the names of its
|
||
|
contributors may be used to endorse or promote products
|
||
|
derived from this software without specific prior
|
||
|
written permission of the assimp team.
|
||
|
|
||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||
|
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,
|
||
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
---------------------------------------------------------------------------
|
||
|
*/
|
||
|
|
||
|
/** @file light.h
|
||
|
* @brief Defines the aiLight data structure
|
||
|
*/
|
||
|
|
||
|
#ifndef __AI_LIGHT_H_INC__
|
||
|
#define __AI_LIGHT_H_INC__
|
||
|
|
||
|
#include "types.h"
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
extern "C" {
|
||
|
#endif
|
||
|
|
||
|
// ---------------------------------------------------------------------------
|
||
|
/** Enumerates all supported types of light sources.
|
||
|
*/
|
||
|
enum aiLightSourceType
|
||
|
{
|
||
|
aiLightSource_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.
|
||
|
aiLightSource_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.
|
||
|
aiLightSource_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.
|
||
|
aiLightSource_SPOT = 0x3,
|
||
|
|
||
|
//! The generic light level of the world, including the bounces
|
||
|
//! of all other light sources.
|
||
|
//! Typically, there's at most one ambient light in a scene.
|
||
|
//! This light type doesn't have a valid position, direction, or
|
||
|
//! other properties, just a color.
|
||
|
aiLightSource_AMBIENT = 0x4,
|
||
|
|
||
|
//! An area light is a rectangle with predefined size that uniformly
|
||
|
//! emits light from one of its sides. The position is center of the
|
||
|
//! rectangle and direction is its normal vector.
|
||
|
aiLightSource_AREA = 0x5,
|
||
|
|
||
|
/** This value is not used. It is just there to force the
|
||
|
* compiler to map this enum to a 32 Bit integer.
|
||
|
*/
|
||
|
#ifndef SWIG
|
||
|
_aiLightSource_Force32Bit = INT_MAX
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
// ---------------------------------------------------------------------------
|
||
|
/** 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 "<spotName>.Target". 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 scene
|
||
|
* hierarchy and can be animated.
|
||
|
*/
|
||
|
C_STRUCT aiString mName;
|
||
|
|
||
|
/** The type of the light source.
|
||
|
*
|
||
|
* aiLightSource_UNDEFINED is not a valid value for this member.
|
||
|
*/
|
||
|
C_ENUM 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.
|
||
|
*/
|
||
|
C_STRUCT 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.
|
||
|
*/
|
||
|
C_STRUCT aiVector3D mDirection;
|
||
|
|
||
|
/** Up 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.
|
||
|
*/
|
||
|
C_STRUCT aiVector3D mUp;
|
||
|
|
||
|
/** Constant light attenuation factor.
|
||
|
*
|
||
|
* The intensity of the light source at a given distance 'd' from
|
||
|
* the light's position is
|
||
|
* @code
|
||
|
* Atten = 1/( att0 + att1 * d + att2 * d*d)
|
||
|
* @endcode
|
||
|
* This member corresponds to the att0 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 'd' from
|
||
|
* the light's position is
|
||
|
* @code
|
||
|
* Atten = 1/( att0 + att1 * d + att2 * d*d)
|
||
|
* @endcode
|
||
|
* This member corresponds to the att1 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 'd' from
|
||
|
* the light's position is
|
||
|
* @code
|
||
|
* Atten = 1/( att0 + att1 * d + att2 * d*d)
|
||
|
* @endcode
|
||
|
* This member corresponds to the att2 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.
|
||
|
*/
|
||
|
C_STRUCT 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.
|
||
|
*/
|
||
|
C_STRUCT 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.
|
||
|
*/
|
||
|
C_STRUCT 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;
|
||
|
|
||
|
/** Size of area light source. */
|
||
|
C_STRUCT aiVector2D mSize;
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
|
||
|
aiLight()
|
||
|
: mType (aiLightSource_UNDEFINED)
|
||
|
, mAttenuationConstant (0.f)
|
||
|
, mAttenuationLinear (1.f)
|
||
|
, mAttenuationQuadratic (0.f)
|
||
|
, mAngleInnerCone ((float)AI_MATH_TWO_PI)
|
||
|
, mAngleOuterCone ((float)AI_MATH_TWO_PI)
|
||
|
, mSize (0.f, 0.f)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#endif // !! __AI_LIGHT_H_INC__
|