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Lights defintion clean up: - remove duplicated enumeration TLightType (equals to Visual3d_TypeOfLightSource) - remove unused fields from Graphic3d_CLight - OpenGl_Light, reuse Graphic3d_CLight definition Phong GLSL program: - move out cumulative ambient light intencity from limited list of lights - compatibility issues, replace array of structures (light sources, materials, clipping planes) with arrays of primitive types New Draw Harness command vlight to alter light sources definition. OpenGl_ShaderProgram::Initialize() - add missing Linker log
81 lines
3.0 KiB
C++
Executable File
81 lines
3.0 KiB
C++
Executable File
// Copyright (c) 1999-2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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#ifndef _Graphic3d_CLight_HeaderFile
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#define _Graphic3d_CLight_HeaderFile
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#include <InterfaceGraphic_Graphic3d.hxx>
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#include <InterfaceGraphic_Visual3d.hxx>
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#include <Graphic3d_Vec.hxx>
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#include <Standard_Type.hxx>
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//! Light definition
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struct Graphic3d_CLight
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{
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public:
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Graphic3d_Vec4 Color; //!< light color
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Graphic3d_Vec4 Position; //!< light position
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Graphic3d_Vec4 Direction; //!< direction of directional/spot light
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Graphic3d_Vec4 Params; //!< packed light parameters
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Standard_Integer Type; //!< Visual3d_TypeOfLightSource enumeration
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Standard_Boolean IsHeadlight; //!< flag to mark head light
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//! Const attenuation factor of positional light source
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Standard_ShortReal ConstAttenuation() const { return Params.x(); }
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//! Linear attenuation factor of positional light source
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Standard_ShortReal LinearAttenuation() const { return Params.y(); }
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//! Const, Linear attenuation factors of positional light source
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Graphic3d_Vec2 Attenuation() const { return Params.xy(); }
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//! Angle in radians of the cone created by the spot
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Standard_ShortReal Angle() const { return Params.z(); }
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//! Intensity distribution of the spot light, with 0..1 range.
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Standard_ShortReal Concentration() const { return Params.w(); }
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Standard_ShortReal& ChangeConstAttenuation() { return Params.x(); }
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Standard_ShortReal& ChangeLinearAttenuation() { return Params.y(); }
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Graphic3d_Vec2& ChangeAttenuation() { return Params.xy(); }
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Standard_ShortReal& ChangeAngle() { return Params.z(); }
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Standard_ShortReal& ChangeConcentration() { return Params.w(); }
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public:
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//! Empty constructor
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Graphic3d_CLight()
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: Color (1.0f, 1.0f, 1.0f, 1.0f),
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Position (0.0f, 0.0f, 0.0f, 1.0f),
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Direction (0.0f, 0.0f, 0.0f, 0.0f),
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Params (0.0f, 0.0f, 0.0f, 0.0f),
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Type (0),
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IsHeadlight (Standard_False)
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{
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//
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}
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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif // Graphic3d_CLight_HeaderFile
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