Public Attributes | |
int32_t | ambientIntensity |
Scene ambient intensity in lumen. | |
int32_t | ambientColorTemperature |
Scene ambient color temperature in Kelvin. | |
float | intensityCorrection |
Scene intensity correction values. | |
VuVector4F | colorCorrection |
Scene color correction values. | |
Illumination information for rendering.
int32_t ambientIntensity |
Scene ambient intensity in lumen.
Set to VU_ILLUMINATION_AMBIENT_INTENSITY_UNAVAILABLE if not supported on the current platform
int32_t ambientColorTemperature |
Scene ambient color temperature in Kelvin.
Set to VU_ILLUMINATION_AMBIENT_COLOR_TEMPERATURE_UNAVAILABLE if not supported on the current platform
float intensityCorrection |
Scene intensity correction values.
A floating point intensity value which can be applied to a shader when rendering the color for an augmentation to reflect the ambient light in the scene.
Intensity correction usage is described here: https://library.vuforia.com/content/vuforia-library/en/articles/Solution/using-vuforia-fusion-illumination.html
Values are in the range (0.0, 1.0), zero is black and 1.0 is white.
If rendering in gamma space divide by 0.466 (middle grey in gamma) and multiply by the final rendered color.
In a linear color space use pow(intensityCorrection, 2.2)/0.18 pow(intensityCorrection, 2.2) converts to linear space and then the value is normalized by dividing by 0.18 middle grey in linear space.
The value will always be valid for use. 0.466 (middle grey) is used in cases where the platform does not supply a value.
VuVector4F colorCorrection |
Scene color correction values.
A Vector4 which contains RGBA color correction values which can be applied to a shader when rendering the color for an augmentation to reflect the ambient light in the scene.
Color correction usage is described here: https://library.vuforia.com/content/vuforia-library/en/articles/Solution/using-vuforia-fusion-illumination.html
All values are reported in gamma space where gamma is 2.2.
When used in a gamma space component-wise multiply the values with the final calculated color.
In a linear color space convert to linear using pow(colorCorrection[i], 2.2) and then component-wise multiply the values with the final calculated color component.
The values will always be valid for use. 1.0 is used in cases where the platform does not supply values.