#include <ShadingParameters.h>
◆ ShadingParameters() [1/3]
walberla::pe::raytracing::ShadingParameters::ShadingParameters |
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default |
Instantiation constructor for the Shading struct.
◆ ShadingParameters() [2/3]
walberla::pe::raytracing::ShadingParameters::ShadingParameters |
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const Color & |
_diffuseColor, |
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const Color & |
_ambientColor, |
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const Color & |
_specularColor, |
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real_t |
_shininess |
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inline |
Instantiation constructor for the Shading struct.
- Parameters
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_diffuseColor | Primary color of the material. |
_ambientColor | Color the material has even when its not directly lit. |
_specularColor | Color this material contributes to on its specular highlights. |
_shininess | Shininess of the material. |
◆ ShadingParameters() [3/3]
walberla::pe::raytracing::ShadingParameters::ShadingParameters |
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const Config::BlockHandle & |
config | ) |
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inline |
Instantiation constructor for the Shading struct.
- Parameters
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Config has to contain diffuseColor (Color), ambientColor (Color), specularColor (Color), shininess (real_t). Colors are Vec3's with values from 0 to 1.
◆ makeGlossy()
Makes a rendered object shiny by setting the shininess and adjusting the specularColor.
- Parameters
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◆ makeMatte()
Makes the rendered object matte by setting the shininess attribute to zero and adjusting the specularColor.
◆ ambientColor
Color walberla::pe::raytracing::ShadingParameters::ambientColor |
Color the material has even when its not directly lit.
◆ diffuseColor
Color walberla::pe::raytracing::ShadingParameters::diffuseColor |
Primary color of the material.
◆ shininess
real_t walberla::pe::raytracing::ShadingParameters::shininess |
How shiny a material is (approximate range is between 1 and 100).
◆ specularColor
Color walberla::pe::raytracing::ShadingParameters::specularColor |
Color the specular highlight has.
The documentation for this struct was generated from the following file: