diagrams-lib-1.2.0.8: Embedded domain-specific language for declarative graphics

Copyright(c) 2014 diagrams-lib team (see LICENSE)
LicenseBSD-style (see LICENSE)
Maintainerdiagrams-discuss@googlegroups.com
Safe HaskellNone
LanguageHaskell2010

Diagrams.ThreeD.Attributes

Description

Diagrams may have attributes which affect the way they are rendered. This module defines some common attributes relevant in 3D; particular backends may also define more backend-specific attributes.

Every attribute type must have a semigroup structure, that is, an associative binary operation for combining two attributes into one. Unless otherwise noted, all the attributes defined here use the Last structure, that is, combining two attributes simply keeps the second one and throws away the first. This means that child attributes always override parent attributes.

Synopsis

Documentation

newtype SurfaceColor Source

SurfaceColor is the inherent pigment of an object, assumed to be opaque.

Constructors

SurfaceColor (Last (Colour Double)) 

sc :: HasStyle d => Colour Double -> d -> d Source

Set the surface color.

newtype Diffuse Source

Diffuse is the fraction of incident light reflected diffusely, that is, in all directions. The actual light reflected is the product of this value, the incident light, and the SurfaceColor Attribute. For physical reasonableness, Diffuse should have a value between 0 and 1; this is not checked.

Constructors

Diffuse (Last Double) 

diffuse :: HasStyle d => Double -> d -> d Source

Set the diffuse reflectance.

newtype Ambient Source

Ambient is an ad-hoc representation of indirect lighting. The product of Ambient and SurfaceColor is added to the light leaving an object due to diffuse and specular terms. Ambient can be set per-object, and can be loosely thought of as the product of indirect lighting incident on that object and the diffuse reflectance.

Constructors

Ambient (Last Double) 

ambient :: HasStyle d => Double -> d -> d Source

Set the emittance due to ambient light.

data Specular Source

A specular highlight has two terms, the intensity, between 0 and 1, and the size. The highlight size is assumed to be the exponent in a Phong shading model (though Backends are free to use a different shading model). In this model, reasonable values are between 1 and 50 or so, with higher values for shinier objects. Physically, the intensity and the value of Diffuse must add up to less than 1; this is not enforced.

highlight :: HasStyle d => Specular -> d -> d Source

Set the specular highlight.