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