euv_engine/lighting/struct.rs
1use super::*;
2
3/// A light source contributing illumination to a shaded point.
4///
5/// The fields have meanings that depend on [`LightType`]:
6///
7/// - For [`LightType::Directional`], `position` is unused and `direction` is
8/// the unit vector pointing from the surface toward the light.
9/// - For [`LightType::Point`], `position` is the world position of the light
10/// and `direction` is unused.
11/// - For [`LightType::Spot`], both `position` and `direction` are meaningful
12/// and `spot_cos` carries `cos(half_angle)` of the spotlight cone.
13#[derive(Clone, Data, Debug, New, PartialEq)]
14pub struct Light {
15 /// The kind of light source (directional, point, or spot).
16 #[get(type(copy))]
17 #[get_mut(pub(crate))]
18 #[set(pub(crate))]
19 pub(crate) kind: LightType,
20 /// World-space position for point and spot lights; otherwise unused.
21 #[get(type(copy))]
22 #[get_mut(pub(crate))]
23 #[set(pub(crate))]
24 pub(crate) position: Vector3D,
25 /// Unit direction for directional and spot lights; otherwise unused.
26 #[get(type(copy))]
27 #[get_mut(pub(crate))]
28 pub(crate) direction: Vector3D,
29 /// RGB intensity multiplier applied to the contribution.
30 #[get(pub(crate), type(copy))]
31 #[get_mut(pub(crate))]
32 #[set(pub(crate))]
33 pub(crate) color: Vector3D,
34 /// Overall intensity scalar in the range 0.0..=infinity.
35 #[get(type(copy))]
36 #[get_mut(pub(crate))]
37 #[set(pub(crate))]
38 pub(crate) intensity: f64,
39 /// Inverse-square falloff factor for point and spot lights.
40 #[get(type(copy))]
41 pub(crate) falloff: f64,
42 /// `cos(half_angle)` for spot lights; zero for other kinds.
43 #[get(type(copy))]
44 #[get_mut(pub(crate))]
45 #[set(pub(crate))]
46 pub(crate) spot_cos: f64,
47}
48
49/// A material describing how a surface responds to illumination.
50#[derive(Clone, Data, Debug, New, PartialEq)]
51pub struct Material {
52 /// The shading model applied during evaluation.
53 #[get(type(copy))]
54 #[get_mut(pub(crate))]
55 #[set(pub(crate))]
56 pub(crate) kind: MaterialKind,
57 /// The base reflectance color in the range 0.0..=1.0 per channel.
58 #[get(pub(crate), type(copy))]
59 #[get_mut(pub(crate))]
60 #[set(pub(crate))]
61 pub(crate) albedo: Vector3D,
62 /// Specular intensity multiplier in the range 0.0..=1.0.
63 #[get(pub(crate), type(copy))]
64 #[get_mut(pub(crate))]
65 #[set(pub(crate))]
66 pub(crate) specular: f64,
67 /// Phong specular exponent; larger values produce tighter highlights.
68 #[get(pub(crate), type(copy))]
69 #[get_mut(pub(crate))]
70 #[set(pub(crate))]
71 pub(crate) shininess: f64,
72 /// Self-illumination term used when a surface is also a light source
73 /// (e.g. an emissive sphere visible through ray tracing).
74 #[get(pub(crate), type(copy))]
75 #[get_mut(pub(crate))]
76 #[set(pub(crate))]
77 pub(crate) emissive: Vector3D,
78}
79
80/// Bundles of uniforms supplied to lighting and shading routines.
81#[derive(Clone, Data, Debug, New, PartialEq)]
82pub struct LightingUniforms {
83 /// All lights contributing to the scene.
84 #[get(pub(crate))]
85 #[get_mut(pub(crate))]
86 #[set(pub(crate))]
87 pub(crate) lights: Vec<Light>,
88 /// Ambient light contribution applied to every shaded point.
89 #[get(pub(crate), type(copy))]
90 #[get_mut(pub(crate))]
91 pub(crate) ambient: Vector3D,
92 /// View position used for specular term calculation.
93 #[get(pub(crate), type(copy))]
94 #[get_mut(pub(crate))]
95 #[set(pub(crate))]
96 pub(crate) eye: Vector3D,
97}