// 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 light import ( "unsafe" "github.com/g3n/engine/core" "github.com/g3n/engine/gls" "github.com/g3n/engine/math32" ) // Spot represents a spotlight type Spot struct { core.Node // Embedded node color math32.Color // Light color intensity float32 // Light intensity direction math32.Vector3 // Direction in world coordinates uni gls.Uniform // Uniform location cache udata struct { // Combined uniform data in 5 vec3: color math32.Color // Light color position math32.Vector3 // Light position direction math32.Vector3 // Light position angularDecay float32 // Angular decay factor cutoffAngle float32 // Cut off angle linearDecay float32 // Distance linear decay quadraticDecay float32 // Distance quadratic decay dummy1 float32 // Completes 5*vec3 dummy2 float32 // Completes 5*vec3 } } // NewSpot creates and returns a spot light with the specified color and intensity func NewSpot(color *math32.Color, intensity float32) *Spot { l := new(Spot) l.Node.Init() l.color = *color l.intensity = intensity l.uni.Init("SpotLight") l.SetColor(color) l.SetAngularDecay(15.0) l.SetCutoffAngle(45.0) l.SetLinearDecay(1.0) l.SetQuadraticDecay(1.0) return l } // SetColor sets the color of this light func (l *Spot) SetColor(color *math32.Color) { l.color = *color l.udata.color = l.color l.udata.color.MultiplyScalar(l.intensity) } // Color returns the current color of this light func (l *Spot) Color() math32.Color { return l.color } // SetIntensity sets the intensity of this light func (l *Spot) SetIntensity(intensity float32) { l.intensity = intensity l.udata.color = l.color l.udata.color.MultiplyScalar(l.intensity) } // Intensity returns the current intensity of this light func (l *Spot) Intensity() float32 { return l.intensity } // SetDirection sets the direction of the spot light in world coordinates func (l *Spot) SetDirection(direction *math32.Vector3) { l.direction = *direction } // Direction returns the current direction of this spot light in world coordinates func (l *Spot) Direction(direction *math32.Vector3) math32.Vector3 { return l.direction } // SetCutoffAngle sets the cutoff angle in degrees from 0 to 90 func (l *Spot) SetCutoffAngle(angle float32) { l.udata.cutoffAngle = angle } // CutoffAngle returns the current cutoff angle in degrees from 0 to 90 func (l *Spot) CutoffAngle() float32 { return l.udata.cutoffAngle } // SetAngularDecay sets the angular decay exponent func (l *Spot) SetAngularDecay(decay float32) { l.udata.angularDecay = decay } // AngularDecay returns the current angular decay exponent func (l *Spot) AngularDecay() float32 { return l.udata.angularDecay } // SetLinearDecay sets the linear decay factor as a function of the distance func (l *Spot) SetLinearDecay(decay float32) { l.udata.linearDecay = decay } // LinearDecay returns the current linear decay factor func (l *Spot) LinearDecay() float32 { return l.udata.linearDecay } // SetQuadraticDecay sets the quadratic decay factor as a function of the distance func (l *Spot) SetQuadraticDecay(decay float32) { l.udata.quadraticDecay = decay } // QuadraticDecay returns the current quadratic decay factor func (l *Spot) QuadraticDecay() float32 { return l.udata.quadraticDecay } // RenderSetup is called by the engine before rendering the scene func (l *Spot) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) { // Calculates and updates light position uniform in camera coordinates var pos math32.Vector3 l.WorldPosition(&pos) var pos4 math32.Vector4 pos4.SetVector3(&pos, 1.0) pos4.ApplyMatrix4(&rinfo.ViewMatrix) l.udata.position.X = pos4.X l.udata.position.Y = pos4.Y l.udata.position.Z = pos4.Z // Calculates and updates light direction uniform in camera coordinates pos4.SetVector3(&l.direction, 0.0) pos4.ApplyMatrix4(&rinfo.ViewMatrix) l.udata.direction.X = pos4.X l.udata.direction.Y = pos4.Y l.udata.direction.Z = pos4.Z // Transfer uniform data const vec3count = 5 location := l.uni.LocationIdx(gs, vec3count*int32(idx)) gs.Uniform3fvUP(location, vec3count, unsafe.Pointer(&l.udata)) }