// 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 ( "github.com/g3n/engine/core" "github.com/g3n/engine/gls" "github.com/g3n/engine/math32" ) type Spot struct { core.Node // Embedded node color math32.Color // Light color intensity float32 // Light intensity direction math32.Vector3 // Direction in world coordinates uColor gls.Uniform3f // Uniform for light color uPosition gls.Uniform3f // Uniform for position in camera coordinates uDirection gls.Uniform3f // Uniform for direction in camera coordinates uAngularDecay gls.Uniform1f // Uniform for angular attenuation exponent uCutoffAngle gls.Uniform1f // Uniform for cutoff angle from 0 to 90 degrees uLinearDecay gls.Uniform1f // Uniform for linear distance decay uQuadraticDecay gls.Uniform1f // Uniform for quadratic distance decay } // NewSpot creates and returns a spot light with the specified color and intensity func NewSpot(color *math32.Color, intensity float32) *Spot { sp := new(Spot) sp.Node.Init() sp.color = *color sp.intensity = intensity // Creates uniforms sp.uColor.Init("SpotLightColor") sp.uPosition.Init("SpotLightPosition") sp.uDirection.Init("SpotLightDirection") sp.uAngularDecay.Init("SpotLightAngularDecay") sp.uCutoffAngle.Init("SpotLightCutoffAngle") sp.uLinearDecay.Init("SpotLightLinearDecay") sp.uQuadraticDecay.Init("SpotQuadraticDecay") // Set initial values sp.intensity = intensity sp.SetColor(color) sp.uAngularDecay.Set(15.0) sp.uCutoffAngle.Set(45.0) sp.uLinearDecay.Set(1.0) sp.uQuadraticDecay.Set(1.0) return sp } // SetColor sets the color of this light func (sl *Spot) SetColor(color *math32.Color) { sl.color = *color tmpColor := sl.color tmpColor.MultiplyScalar(sl.intensity) sl.uColor.SetColor(&tmpColor) } // Color returns the current color of this light func (sl *Spot) Color() math32.Color { return sl.color } // SetIntensity sets the intensity of this light func (sl *Spot) SetIntensity(intensity float32) { sl.intensity = intensity tmpColor := sl.color tmpColor.MultiplyScalar(sl.intensity) sl.uColor.SetColor(&tmpColor) } // Intensity returns the current intensity of this light func (sl *Spot) Intensity() float32 { return sl.intensity } // SetDirection sets the direction of the spot light in world coordinates func (sp *Spot) SetDirection(direction *math32.Vector3) { sp.direction = *direction } // Direction returns the current direction of this spot light in world coordinates func (sp *Spot) Direction(direction *math32.Vector3) math32.Vector3 { return sp.direction } // SetCutoffAngle sets the cutoff angle in degrees from 0 to 90 func (sl *Spot) SetCutoffAngle(angle float32) { sl.uCutoffAngle.Set(angle) } // CutoffAngle returns the current cutoff angle in degrees from 0 to 90 func (sl *Spot) CutoffAngle() float32 { return sl.uCutoffAngle.Get() } // SetAngularDecay sets the angular decay exponent func (sl *Spot) SetAngularDecay(decay float32) { sl.uAngularDecay.Set(decay) } // AngularDecay returns the current angular decay exponent func (sl *Spot) AngularDecay() float32 { return sl.uAngularDecay.Get() } // SetLinearDecay sets the linear decay factor as a function of the distance func (sl *Spot) SetLinearDecay(decay float32) { sl.uLinearDecay.Set(decay) } // LinearDecay returns the current linear decay factor func (sl *Spot) LinearDecay() float32 { return sl.uLinearDecay.Get() } // SetQuadraticDecay sets the quadratic decay factor as a function of the distance func (sl *Spot) SetQuadraticDecay(decay float32) { sl.uQuadraticDecay.Set(decay) } // QuadraticDecay returns the current quadratic decay factor func (sl *Spot) QuadraticDecay() float32 { return sl.uQuadraticDecay.Get() } // RenderSetup is called by the engine before rendering the scene func (sl *Spot) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) { sl.uColor.TransferIdx(gs, idx) sl.uAngularDecay.TransferIdx(gs, idx) sl.uCutoffAngle.TransferIdx(gs, idx) sl.uLinearDecay.TransferIdx(gs, idx) sl.uQuadraticDecay.TransferIdx(gs, idx) // Calculates and updates light position uniform in camera coordinates var pos math32.Vector3 sl.WorldPosition(&pos) var pos4 math32.Vector4 pos4.SetVector3(&pos, 1.0) pos4.ApplyMatrix4(&rinfo.ViewMatrix) sl.uPosition.SetVector3(&math32.Vector3{pos4.X, pos4.Y, pos4.Z}) sl.uPosition.TransferIdx(gs, idx) // Calculates and updates light direction uniform in camera coordinates pos4.SetVector3(&sl.direction, 0.0) pos4.ApplyMatrix4(&rinfo.ViewMatrix) // Normalize here ?? sl.uDirection.SetVector3(&math32.Vector3{pos4.X, pos4.Y, pos4.Z}) sl.uDirection.TransferIdx(gs, idx) }