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@@ -11,14 +11,25 @@ import (
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type Standard struct {
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Material // Embedded material
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- emissive *gls.Uniform3f // Emissive color uniform
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- ambient *gls.Uniform3f // Ambient color uniform
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- diffuse *gls.Uniform3f // Diffuse color uniform
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- specular *gls.Uniform3f // Specular color uniform
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- shininess *gls.Uniform1f // Shininess exponent uniform
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- opacity *gls.Uniform1f // Opacity (alpha)uniform
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+ uni *gls.Uniform3fv // Uniform array of 3 floats with material properties
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+ //ambient *gls.Uniform3f // Ambient color uniform
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+ //diffuse *gls.Uniform3f // Diffuse color uniform
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+ //specular *gls.Uniform3f // Specular color uniform
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+ //emissive *gls.Uniform3f // Emissive color uniform
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+ //shininess *gls.Uniform1f // Shininess exponent uniform
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+ //opacity *gls.Uniform1f // Opacity (alpha)uniform
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}
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+const (
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+ vAmbient = 0 // index for Ambient color in uniform array
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+ vDiffuse = 1 // index for Diffuse color in uniform array
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+ vSpecular = 2 // index for Specular color in uniform array
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+ vEmissive = 3 // index for Emissive color in uniform array
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+ pShininess = vEmissive * 4 // position for material shininess in uniform array
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+ pOpacity = pShininess + 1 // position for material opacitiy in uniform array
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+ uniSize = 5 // total count of groups 3 floats in uniform
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+)
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+
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// NewStandard creates and returns a pointer to a new standard material
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func NewStandard(color *math32.Color) *Standard {
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@@ -33,83 +44,98 @@ func (ms *Standard) Init(shader string, color *math32.Color) {
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ms.SetShader(shader)
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// Creates uniforms and adds to material
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- ms.emissive = gls.NewUniform3f("MatEmissiveColor")
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- ms.ambient = gls.NewUniform3f("MatAmbientColor")
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- ms.diffuse = gls.NewUniform3f("MatDiffuseColor")
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- ms.specular = gls.NewUniform3f("MatSpecularColor")
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- ms.shininess = gls.NewUniform1f("MatShininess")
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- ms.opacity = gls.NewUniform1f("MatOpacity")
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+ ms.uni = gls.NewUniform3fv("Material", uniSize)
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+ //ms.emissive = gls.NewUniform3f("MatEmissiveColor")
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+ //ms.ambient = gls.NewUniform3f("MatAmbientColor")
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+ //ms.diffuse = gls.NewUniform3f("MatDiffuseColor")
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+ //ms.specular = gls.NewUniform3f("MatSpecularColor")
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+ //ms.shininess = gls.NewUniform1f("MatShininess")
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+ //ms.opacity = gls.NewUniform1f("MatOpacity")
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// Set initial values
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- ms.emissive.Set(0, 0, 0)
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- ms.ambient.SetColor(color)
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- ms.diffuse.SetColor(color)
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- ms.specular.Set(0.5, 0.5, 0.5)
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- ms.shininess.Set(30.0)
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- ms.opacity.Set(1.0)
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+ ms.uni.SetColor(vAmbient, color)
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+ ms.uni.SetColor(vDiffuse, color)
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+ ms.uni.Set(vSpecular, 0.5, 0.5, 0.5)
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+ ms.uni.Set(vEmissive, 0, 0, 0)
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+ ms.uni.SetPos(pShininess, 30.0)
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+ ms.uni.SetPos(pOpacity, 1.0)
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+
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+ //ms.ambient.SetColor(color)
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+ //ms.diffuse.SetColor(color)
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+ //ms.emissive.Set(0, 0, 0)
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+ //ms.specular.Set(0.5, 0.5, 0.5)
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+ //ms.shininess.Set(30.0)
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+ //ms.opacity.Set(1.0)
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}
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// AmbientColor returns the material ambient color reflectivity.
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func (ms *Standard) AmbientColor() math32.Color {
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- return ms.ambient.GetColor()
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+ return ms.uni.GetColor(vAmbient)
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}
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// SetAmbientColor sets the material ambient color reflectivity.
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// The default is the same as the diffuse color
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func (ms *Standard) SetAmbientColor(color *math32.Color) {
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- ms.ambient.SetColor(color)
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+ ms.uni.SetColor(vAmbient, color)
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}
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// SetColor sets the material diffuse color and also the
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// material ambient color reflectivity
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func (ms *Standard) SetColor(color *math32.Color) {
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- ms.diffuse.SetColor(color)
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- ms.ambient.SetColor(color)
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+ ms.uni.SetColor(vDiffuse, color)
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+ ms.uni.SetColor(vAmbient, color)
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+ // ms.diffuse.SetColor(color)
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+ // ms.ambient.SetColor(color)
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}
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// SetEmissiveColor sets the material emissive color
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// The default is {0,0,0}
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func (ms *Standard) SetEmissiveColor(color *math32.Color) {
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- ms.emissive.SetColor(color)
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+ ms.uni.SetColor(vEmissive, color)
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+ // ms.emissive.SetColor(color)
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}
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// EmissiveColor returns the material current emissive color
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func (ms *Standard) EmissiveColor() math32.Color {
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- return ms.emissive.GetColor()
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+ return ms.uni.GetColor(vEmissive)
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+ //return ms.emissive.GetColor()
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}
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// SetSpecularColor sets the material specular color reflectivity.
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// The default is {0.5, 0.5, 0.5}
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func (ms *Standard) SetSpecularColor(color *math32.Color) {
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- ms.specular.SetColor(color)
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+ ms.uni.SetColor(vSpecular, color)
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+ //ms.specular.SetColor(color)
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}
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// SetShininess sets the specular highlight factor. Default is 30.
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func (ms *Standard) SetShininess(shininess float32) {
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- ms.shininess.Set(shininess)
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+ //ms.shininess.Set(shininess)
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+ ms.uni.SetPos(pShininess, shininess)
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}
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// SetOpacity sets the material opacity (alpha). Default is 1.0.
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func (ms *Standard) SetOpacity(opacity float32) {
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- ms.opacity.Set(opacity)
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+ ms.uni.SetPos(pOpacity, opacity)
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+ //ms.opacity.Set(opacity)
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}
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func (ms *Standard) RenderSetup(gs *gls.GLS) {
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ms.Material.RenderSetup(gs)
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-
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- ms.emissive.Transfer(gs)
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- ms.ambient.Transfer(gs)
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- ms.diffuse.Transfer(gs)
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- ms.specular.Transfer(gs)
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- ms.shininess.Transfer(gs)
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- ms.opacity.Transfer(gs)
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+ ms.uni.Transfer(gs)
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+ //ms.emissive.Transfer(gs)
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+ //ms.ambient.Transfer(gs)
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+ //ms.diffuse.Transfer(gs)
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+ //ms.specular.Transfer(gs)
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+ //ms.shininess.Transfer(gs)
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+ //ms.opacity.Transfer(gs)
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}
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