Light sample data structure. More...
#include <ai_shader_lights.h>
Data Fields | |
| const AtNode * | Lp |
| pointer to light node | |
| float | Ldist |
| distance from P to light source | |
| AtVector | Ld |
| normalized direction vector from P to the light sample | |
| AtRGB | Li |
incident radiance, same as Liu * (1 - Lo) | |
| AtRGB | Liu |
| unoccluded incident radiance | |
| AtRGB | Lo |
| shadow occlusion factor, (1,1,1) means fully occluded | |
| float | |
| sample probability density function | |
| uint8_t | trace_ray_types |
| bitmask of ray types that will return light hits from AiLightsTrace More... | |
Light sample data structure.