// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package material import ( "github.com/g3n/engine/gls" "github.com/g3n/engine/math32" ) type Standard struct { Material // Embedded material uni *gls.Uniform3fv // Uniform array of 3 floats with material properties //ambient *gls.Uniform3f // Ambient color uniform //diffuse *gls.Uniform3f // Diffuse color uniform //specular *gls.Uniform3f // Specular color uniform //emissive *gls.Uniform3f // Emissive color uniform //shininess *gls.Uniform1f // Shininess exponent uniform //opacity *gls.Uniform1f // Opacity (alpha)uniform } const ( vAmbient = 0 // index for Ambient color in uniform array vDiffuse = 1 // index for Diffuse color in uniform array vSpecular = 2 // index for Specular color in uniform array vEmissive = 3 // index for Emissive color in uniform array pShininess = vEmissive * 4 // position for material shininess in uniform array pOpacity = pShininess + 1 // position for material opacitiy in uniform array uniSize = 5 // total count of groups 3 floats in uniform ) // NewStandard creates and returns a pointer to a new standard material func NewStandard(color *math32.Color) *Standard { ms := new(Standard) ms.Init("shaderStandard", color) return ms } func (ms *Standard) Init(shader string, color *math32.Color) { ms.Material.Init() ms.SetShader(shader) // Creates uniforms and adds to material ms.uni = gls.NewUniform3fv("Material", uniSize) //ms.emissive = gls.NewUniform3f("MatEmissiveColor") //ms.ambient = gls.NewUniform3f("MatAmbientColor") //ms.diffuse = gls.NewUniform3f("MatDiffuseColor") //ms.specular = gls.NewUniform3f("MatSpecularColor") //ms.shininess = gls.NewUniform1f("MatShininess") //ms.opacity = gls.NewUniform1f("MatOpacity") // Set initial values ms.uni.SetColor(vAmbient, color) ms.uni.SetColor(vDiffuse, color) ms.uni.Set(vSpecular, 0.5, 0.5, 0.5) ms.uni.Set(vEmissive, 0, 0, 0) ms.uni.SetPos(pShininess, 30.0) ms.uni.SetPos(pOpacity, 1.0) //ms.ambient.SetColor(color) //ms.diffuse.SetColor(color) //ms.emissive.Set(0, 0, 0) //ms.specular.Set(0.5, 0.5, 0.5) //ms.shininess.Set(30.0) //ms.opacity.Set(1.0) } // AmbientColor returns the material ambient color reflectivity. func (ms *Standard) AmbientColor() math32.Color { return ms.uni.GetColor(vAmbient) } // SetAmbientColor sets the material ambient color reflectivity. // The default is the same as the diffuse color func (ms *Standard) SetAmbientColor(color *math32.Color) { ms.uni.SetColor(vAmbient, color) } // SetColor sets the material diffuse color and also the // material ambient color reflectivity func (ms *Standard) SetColor(color *math32.Color) { ms.uni.SetColor(vDiffuse, color) ms.uni.SetColor(vAmbient, color) // ms.diffuse.SetColor(color) // ms.ambient.SetColor(color) } // SetEmissiveColor sets the material emissive color // The default is {0,0,0} func (ms *Standard) SetEmissiveColor(color *math32.Color) { ms.uni.SetColor(vEmissive, color) // ms.emissive.SetColor(color) } // EmissiveColor returns the material current emissive color func (ms *Standard) EmissiveColor() math32.Color { return ms.uni.GetColor(vEmissive) //return ms.emissive.GetColor() } // SetSpecularColor sets the material specular color reflectivity. // The default is {0.5, 0.5, 0.5} func (ms *Standard) SetSpecularColor(color *math32.Color) { ms.uni.SetColor(vSpecular, color) //ms.specular.SetColor(color) } // SetShininess sets the specular highlight factor. Default is 30. func (ms *Standard) SetShininess(shininess float32) { //ms.shininess.Set(shininess) ms.uni.SetPos(pShininess, shininess) } // SetOpacity sets the material opacity (alpha). Default is 1.0. func (ms *Standard) SetOpacity(opacity float32) { ms.uni.SetPos(pOpacity, opacity) //ms.opacity.Set(opacity) } func (ms *Standard) RenderSetup(gs *gls.GLS) { ms.Material.RenderSetup(gs) ms.uni.Transfer(gs) //ms.emissive.Transfer(gs) //ms.ambient.Transfer(gs) //ms.diffuse.Transfer(gs) //ms.specular.Transfer(gs) //ms.shininess.Transfer(gs) //ms.opacity.Transfer(gs) }