/* * 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 }; }