The struct s_exposure contains the necessary fields to calculate the a scene's lighting. Exposure is a technical term from photography that means exposition to light. More...
#include <materials.h>

Data Fields | |
| t_color | effective_color |
| t_vector | lightv |
| t_vector | reflectv |
| float | light_dot_normal |
| float | reflect_dot_eye |
| float | factor |
The struct s_exposure contains the necessary fields to calculate the a scene's lighting. Exposure is a technical term from photography that means exposition to light.
| effective_color | Combines the surface colo with light's color/ intensity. |
| lightv | Finds the direction to the light source. |
| reflectv | Finds the direction to the light reflection. |
| light_dot_normal | Represents the cosine of the angle between the light vector and the normal vector. A negative number means the light is on the other side of the surface. |
| reflect_dot_eye | Represents the cosine of the angle between the reflection vector and the eye vector. A negative number means the light reflects away from the eye. |
| factor | Computes the specular contribution. |