GteLighting.h
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1 // David Eberly, Geometric Tools, Redmond WA 98052
2 // Copyright (c) 1998-2017
3 // Distributed under the Boost Software License, Version 1.0.
4 // http://www.boost.org/LICENSE_1_0.txt
5 // http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
6 // File Version: 3.0.0 (2016/06/19)
7 
8 #pragma once
9 
11 
12 namespace gte
13 {
14 
16 {
17  // Construction. The defaults are listed for each member. The '*'
18  // channels are not used but are included to match shader-constant
19  // packing rules.
20  Lighting();
21 
22  // (r,g,b,*): default (1,1,1,1)
24 
25  // (r,g,b,*): default (1,1,1,1)
27 
28  // (r,g,b,*): default (1,1,1,1)
30 
31  // (angle,cosAngle,sinAngle,exponent): default (pi/2,0,1,1)
33 
34  // Attenuation is: intensity/(constant + linear * (d + quadratic * d)
35  // where d is the distance from the light position to the vertex position.
36  // The distance is in model space. If the transformation from model space
37  // to world space involves uniform scaling, you can include the scaling
38  // factor in the 'intensity' component (by multiplication).
39  //
40  // (constant,linear,quadratic,intensity): default (1,0,0,1)
42 };
43 
44 }
Vector4< float > ambient
Definition: GteLighting.h:23
Vector4< float > attenuation
Definition: GteLighting.h:41
Vector4< float > diffuse
Definition: GteLighting.h:26
Vector4< float > specular
Definition: GteLighting.h:29
Vector4< float > spotCutoff
Definition: GteLighting.h:32
#define GTE_IMPEXP
Definition: GTEngineDEF.h:63


geometric_tools_engine
Author(s): Yijiang Huang
autogenerated on Thu Jul 18 2019 04:00:00