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Graphic3d_ZLayerSettings - public fields have been replaced by methods. Added new property Origin defining local coordinate system for all Layer objects. Syntax of Draw Harness command VZLayer has been redesigned. Graphic3d_CStructure now stores bounding box with double precision floats. OpenGl_BVHTreeSelector - frustum culling now works with double precision floats.
82 lines
3.0 KiB
C++
82 lines
3.0 KiB
C++
// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_CLight_HeaderFile
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#define _Graphic3d_CLight_HeaderFile
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#include <Graphic3d_TypeOfLightSource.hxx>
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#include <Graphic3d_Vec.hxx>
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#include <NCollection_List.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_Vec3d Position; //!< light position
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Graphic3d_Vec4 Color; //!< light color
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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_ShortReal Smoothness; //!< radius (cone angle) for point (directional) light
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Standard_ShortReal Intensity; //!< intensity multiplier for light
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Graphic3d_TypeOfLightSource Type; //!< Graphic3d_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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: Position (0.0, 0.0, 0.0),
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Color (1.0f, 1.0f, 1.0f, 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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Smoothness (0.0f),
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Intensity (1.0f),
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Type (Graphic3d_TOLS_AMBIENT),
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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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typedef NCollection_List<Graphic3d_CLight> Graphic3d_ListOfCLight;
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#endif // Graphic3d_CLight_HeaderFile
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