libredr_common/render.rs
1/// How to deal with hit miss
2/// * Miss to black
3pub const MISS_NONE: u8 = 0;
4/// How to deal with hit miss
5/// * Miss to envmap
6pub const MISS_ENVMAP: u8 = 1;
7
8/// The normal used for reflection model
9/// * Use face normal
10pub const REFLECTION_NORMAL_FACE: u8 = 0;
11/// The normal used for reflection model
12/// * Use vertex normal
13pub const REFLECTION_NORMAL_VERTEX: u8 = 1;
14/// The normal used for reflection model
15/// * Use texture normal
16pub const REFLECTION_NORMAL_TEXTURE: u8 = 2;
17
18/// The reflection model used for diffuse reflection
19/// * No diffuse reflection
20pub const REFLECTION_DIFFUSE_NONE: u8 = 0;
21/// The reflection model used for diffuse reflection
22/// * Lambertian diffuse reflection
23pub const REFLECTION_DIFFUSE_LAMBERTIAN: u8 = 1;
24
25/// The reflection model used for specular reflection
26/// * No specular reflection
27pub const REFLECTION_SPECULAR_NONE: u8 = 0;
28/// The reflection model used for specular reflection
29/// * Phong specular reflection
30pub const REFLECTION_SPECULAR_PHONG: u8 = 1;
31/// The reflection model used for specular reflection
32/// * Blinn-Phong specular reflection
33pub const REFLECTION_SPECULAR_BLINN_PHONG: u8 = 2;
34/// The reflection model used for specular reflection
35/// * Torrance-Sparrow specular reflection with Phong as D
36pub const REFLECTION_SPECULAR_TORRANCE_SPARROW_PHONG: u8 = 3;
37/// The reflection model used for specular reflection
38/// * Torrance-Sparrow specular reflection with Blinn-Phong as D
39pub const REFLECTION_SPECULAR_TORRANCE_SPARROW_BLINN_PHONG: u8 = 4;
40/// The reflection model used for specular reflection
41/// * Torrance-Sparrow specular reflection with Beckmann as D
42pub const REFLECTION_SPECULAR_TORRANCE_SPARROW_BECKMANN: u8 = 5;