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GteLighting.h
Go to the documentation of this file.
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// David Eberly, Geometric Tools, Redmond WA 98052
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// Copyright (c) 1998-2017
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// Distributed under the Boost Software License, Version 1.0.
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// http://www.boost.org/LICENSE_1_0.txt
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// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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// File Version: 3.0.0 (2016/06/19)
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#pragma once
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#include <
Mathematics/GteMatrix4x4.h
>
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namespace
gte
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{
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struct
GTE_IMPEXP
Lighting
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{
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// Construction. The defaults are listed for each member. The '*'
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// channels are not used but are included to match shader-constant
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// packing rules.
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Lighting
();
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// (r,g,b,*): default (1,1,1,1)
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Vector4<float>
ambient
;
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// (r,g,b,*): default (1,1,1,1)
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Vector4<float>
diffuse
;
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// (r,g,b,*): default (1,1,1,1)
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Vector4<float>
specular
;
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// (angle,cosAngle,sinAngle,exponent): default (pi/2,0,1,1)
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Vector4<float>
spotCutoff
;
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// Attenuation is: intensity/(constant + linear * (d + quadratic * d)
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// where d is the distance from the light position to the vertex position.
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// The distance is in model space. If the transformation from model space
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// to world space involves uniform scaling, you can include the scaling
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// factor in the 'intensity' component (by multiplication).
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//
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// (constant,linear,quadratic,intensity): default (1,0,0,1)
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Vector4<float>
attenuation
;
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};
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}
gte::Lighting::ambient
Vector4< float > ambient
Definition:
GteLighting.h:23
gte::Lighting
Definition:
GteLighting.h:15
gte::Lighting::attenuation
Vector4< float > attenuation
Definition:
GteLighting.h:41
gte
Definition:
GLX/GteWICFileIO.h:16
gte::Vector< 4, Real >
GteMatrix4x4.h
gte::Lighting::diffuse
Vector4< float > diffuse
Definition:
GteLighting.h:26
gte::Lighting::specular
Vector4< float > specular
Definition:
GteLighting.h:29
gte::Lighting::spotCutoff
Vector4< float > spotCutoff
Definition:
GteLighting.h:32
GTE_IMPEXP
#define GTE_IMPEXP
Definition:
GTEngineDEF.h:63
geometric_tools_engine
Author(s): Yijiang Huang
autogenerated on Thu Jul 18 2019 04:00:00