blob: 07592285af68e97dea7b97d5370dd36c014a0afe [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSSG_RENDER_LIGHT_H
#define QSSG_RENDER_LIGHT_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
QT_BEGIN_NAMESPACE
struct QSSGRenderImage;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLight : public QSSGRenderNode
{
enum class Type : quint8
{
Unknown = 0,
Directional,
Point,
Area,
Spot,
};
Type m_lightType; // Directional
QSSGRenderNode *m_scope;
QVector3D m_diffuseColor; // colors are 0-1 normalized
QVector3D m_specularColor; // colors are 0-1 normalized
QVector3D m_ambientColor; // colors are 0-1 normalized
// The variables below are in the same range as Studio
// Only valid if node is a point light
float m_brightness; // 0-200
float m_constantFade; // 0-200
float m_linearFade; // 0-200
float m_quadraticFade; // 0-200
float m_areaWidth; // 0.01-inf
float m_areaHeight; // 0.01-inf
float m_coneAngle; // 0-180
float m_innerConeAngle; // 0-180
bool m_castShadow; // true if this light produce shadows
float m_shadowBias; // depth shift to avoid self-shadowing artifacts
float m_shadowFactor; // Darkening factor for ESMs
quint32 m_shadowMapRes; // Resolution of shadow map
float m_shadowMapFar; // Far clip plane for the shadow map
float m_shadowFilter; // Shadow map filter step size
// Defaults to directional light
QSSGRenderLight();
};
QT_END_NAMESPACE
#endif