// 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" ) // Point is an omnidirectional light source type Point struct { core.Node // Embedded node color math32.Color // Light color intensity float32 // Light intensity uni gls.Uniform // Uniform location cache udata struct { // Combined uniform data in 3 vec3: color math32.Color // Light color position math32.Vector3 // Light position linearDecay float32 // Distance linear decay factor quadraticDecay float32 // Distance quadratic decay factor dummy float32 // Completes 3*vec3 } } // NewPoint creates and returns a point light with the specified color and intensity func NewPoint(color *math32.Color, intensity float32) *Point { lp := new(Point) lp.Node.Init(lp) lp.color = *color lp.intensity = intensity // Creates uniform and sets initial values lp.uni.Init("PointLight") lp.SetColor(color) lp.SetIntensity(intensity) lp.SetLinearDecay(1.0) lp.SetQuadraticDecay(1.0) return lp } // SetColor sets the color of this light func (lp *Point) SetColor(color *math32.Color) { lp.color = *color lp.udata.color = lp.color lp.udata.color.MultiplyScalar(lp.intensity) } // Color returns the current color of this light func (lp *Point) Color() math32.Color { return lp.color } // SetIntensity sets the intensity of this light func (lp *Point) SetIntensity(intensity float32) { lp.intensity = intensity lp.udata.color = lp.color lp.udata.color.MultiplyScalar(lp.intensity) } // Intensity returns the current intensity of this light func (lp *Point) Intensity() float32 { return lp.intensity } // SetLinearDecay sets the linear decay factor as a function of the distance func (lp *Point) SetLinearDecay(decay float32) { lp.udata.linearDecay = decay } // LinearDecay returns the current linear decay factor func (lp *Point) LinearDecay() float32 { return lp.udata.linearDecay } // SetQuadraticDecay sets the quadratic decay factor as a function of the distance func (lp *Point) SetQuadraticDecay(decay float32) { lp.udata.quadraticDecay = decay } // QuadraticDecay returns the current quadratic decay factor func (lp *Point) QuadraticDecay() float32 { return lp.udata.quadraticDecay } // RenderSetup is called by the engine before rendering the scene func (lp *Point) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) { // Calculates light position in camera coordinates and updates uniform var pos math32.Vector3 lp.WorldPosition(&pos) pos4 := math32.Vector4{pos.X, pos.Y, pos.Z, 1.0} pos4.ApplyMatrix4(&rinfo.ViewMatrix) lp.udata.position.X = pos4.X lp.udata.position.Y = pos4.Y lp.udata.position.Z = pos4.Z // Transfer uniform data const vec3count = 3 location := lp.uni.LocationIdx(gs, vec3count*int32(idx)) gs.Uniform3fv(location, vec3count, &lp.udata.color.R) }