// 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" ) // Standard material supports the classic lighting model with // ambient, diffuse, specular and emissive lights. // The lighting calculation is implemented in the vertex shader. type Standard struct { Material // Embedded material uni *gls.Uniform3fv // Uniform array of 3 floats with material properties } const ( vAmbient = 0 // index for Ambient color in uniform array vDiffuse = 1 // index for Diffuse color in uniform array vSpecular = 2 // index for Specular color in uniform array vEmissive = 3 // index for Emissive color in uniform array pShininess = vEmissive * 4 // position for material shininess in uniform array pOpacity = pShininess + 1 // position for material opacity in uniform array pSize = pOpacity + 1 // position for material point size pRotationZ = pSize + 1 // position for material point rotation uniSize = 6 // total count of groups 3 floats in 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 } // Init initializes the material setting the specified shader and color // It is used mainly when the material is embedded in another type func (ms *Standard) Init(shader string, color *math32.Color) { ms.Material.Init() ms.SetShader(shader) // Creates uniforms and set initial values ms.uni = gls.NewUniform3fv("Material", uniSize) ms.uni.SetColor(vAmbient, color) ms.uni.SetColor(vDiffuse, color) ms.uni.Set(vSpecular, 0.5, 0.5, 0.5) ms.uni.Set(vEmissive, 0, 0, 0) ms.uni.SetPos(pShininess, 30.0) ms.uni.SetPos(pOpacity, 1.0) } // AmbientColor returns the material ambient color reflectivity. func (ms *Standard) AmbientColor() math32.Color { return ms.uni.GetColor(vAmbient) } // SetAmbientColor sets the material ambient color reflectivity. // The default is the same as the diffuse color func (ms *Standard) SetAmbientColor(color *math32.Color) { ms.uni.SetColor(vAmbient, color) } // SetColor sets the material diffuse color and also the // material ambient color reflectivity func (ms *Standard) SetColor(color *math32.Color) { ms.uni.SetColor(vDiffuse, color) ms.uni.SetColor(vAmbient, color) } // SetEmissiveColor sets the material emissive color // The default is {0,0,0} func (ms *Standard) SetEmissiveColor(color *math32.Color) { ms.uni.SetColor(vEmissive, color) } // EmissiveColor returns the material current emissive color func (ms *Standard) EmissiveColor() math32.Color { return ms.uni.GetColor(vEmissive) } // SetSpecularColor sets the material specular color reflectivity. // The default is {0.5, 0.5, 0.5} func (ms *Standard) SetSpecularColor(color *math32.Color) { ms.uni.SetColor(vSpecular, color) } // SetShininess sets the specular highlight factor. Default is 30. func (ms *Standard) SetShininess(shininess float32) { ms.uni.SetPos(pShininess, shininess) } // SetOpacity sets the material opacity (alpha). Default is 1.0. func (ms *Standard) SetOpacity(opacity float32) { ms.uni.SetPos(pOpacity, opacity) } // RenderSetup is called by the engine before drawing the object // which uses this material func (ms *Standard) RenderSetup(gs *gls.GLS) { ms.Material.RenderSetup(gs) ms.uni.Transfer(gs) }