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. |