// 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 Point struct { core.Node // Embedded node color math32.Color // Light color intensity float32 // Light intensity uni *gls.Uniform3fv // Uniform with light properties } const ( pColor = 0 // index of color vector in uniform (0,1,2) pPosition = 1 // index of position vector in uniform (3,4,5) pLinearDecay = 6 // position of scalar linear decay in uniform array pQuadraticDecay = pLinearDecay + 1 // position of scalar linear decay in uniform array pointUniSize = 3 // uniform count of 3 float32 ) // 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.color = *color lp.intensity = intensity // Creates uniform and sets initial values lp.uni = gls.NewUniform3fv("PointLight", pointUniSize) 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 tmpColor := lp.color tmpColor.MultiplyScalar(lp.intensity) lp.uni.SetColor(pColor, &tmpColor) } // 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 tmpColor := lp.color tmpColor.MultiplyScalar(lp.intensity) lp.uni.SetColor(pColor, &tmpColor) } // 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.uni.SetPos(pLinearDecay, decay) } // LinearDecay returns the current linear decay factor func (lp *Point) LinearDecay() float32 { return lp.uni.GetPos(pLinearDecay) } // SetQuadraticDecay sets the quadratic decay factor as a function of the distance func (lp *Point) SetQuadraticDecay(decay float32) { lp.uni.SetPos(pQuadraticDecay, decay) } // QuadraticDecay returns the current quadratic decay factor func (lp *Point) QuadraticDecay() float32 { return lp.uni.GetPos(pQuadraticDecay) } // RenderSetup is called by the engine before rendering the scene func (lp *Point) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) { // Calculates and updates light position uniform in camera coordinates var pos math32.Vector3 lp.WorldPosition(&pos) pos4 := math32.Vector4{pos.X, pos.Y, pos.Z, 1.0} pos4.ApplyMatrix4(&rinfo.ViewMatrix) lp.uni.SetVector3(pPosition, &math32.Vector3{pos4.X, pos4.Y, pos4.Z}) // Transfer uniform lp.uni.TransferIdx(gs, idx*pointUniSize) }