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/*
* 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
};
}
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