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- /*
- * Copyright (c) 2022, Jesse Buhagiar <jooster669@gmail.com>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #pragma once
- #include <LibGfx/Vector3.h>
- #include <LibGfx/Vector4.h>
- namespace GPU {
- struct Light {
- bool is_enabled { false };
- // According to the OpenGL 1.5 specification, page 56, all of the parameters
- // for the following data members (positions, colors, and reals) are all
- // floating point.
- Vector4<float> ambient_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
- Vector4<float> diffuse_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
- Vector4<float> specular_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
- Vector4<float> position { 0.0f, 0.0f, 1.0f, 0.0f };
- Vector3<float> spotlight_direction { 0.0f, 0.0f, -1.0f };
- float spotlight_exponent { 0.0f };
- float spotlight_cutoff_angle { 180.0f };
- float constant_attenuation { 1.0f }; // This is referred to `k0i` in the OpenGL spec
- float linear_attenuation { 0.0f }; // This is referred to `k1i` in the OpenGL spec
- float quadratic_attenuation { 0.0f }; // This is referred to `k2i` in the OpenGL spec
- };
- }
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