// 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 emissive *gls.Uniform3f // Emissive color uniform ambient *gls.Uniform3f // Ambient color uniform diffuse *gls.Uniform3f // Diffuse color uniform specular *gls.Uniform3f // Specular color uniform shininess *gls.Uniform1f // Shininess exponent uniform opacity *gls.Uniform1f // Opacity (alpha)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.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.emissive.Set(0, 0, 0) ms.ambient.SetColor(color) ms.diffuse.SetColor(color) 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.ambient.GetColor() } // SetAmbientColor sets the material ambient color reflectivity. // The default is the same as the diffuse color func (ms *Standard) SetAmbientColor(color *math32.Color) { ms.ambient.SetColor(color) } // SetColor sets the material diffuse color and also the // material ambient color reflectivity func (ms *Standard) SetColor(color *math32.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.emissive.SetColor(color) } // EmissiveColor returns the material current emissive color func (ms *Standard) EmissiveColor() math32.Color { 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.specular.SetColor(color) } // SetShininess sets the specular highlight factor. Default is 30. func (ms *Standard) SetShininess(shininess float32) { ms.shininess.Set(shininess) } // SetOpacity sets the material opacity (alpha). Default is 1.0. func (ms *Standard) SetOpacity(opacity float32) { ms.opacity.Set(opacity) } func (ms *Standard) RenderSetup(gs *gls.GLS) { ms.Material.RenderSetup(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) }