// 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 uColor gls.Uniform3f // PointLightColor uniform uPosition gls.Uniform3f // PointLightPosition uniform uLinearDecay gls.Uniform1f // PointLightLinearDecay uniform uQuadraticDecay gls.Uniform1f // PointLightQuadraticDecay uniform } // 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 uniforms lp.uColor.Init("PointLightColor") lp.uPosition.Init("PointLightPosition") lp.uLinearDecay.Init("PointLightLinearDecay") lp.uQuadraticDecay.Init("PointLightQuadraticDecay") // Set initial values lp.SetColor(color) lp.uPosition.Set(0, 0, 0) lp.uLinearDecay.Set(1.0) lp.uQuadraticDecay.Set(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.uColor.SetColor(&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.uColor.SetColor(&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.uLinearDecay.Set(decay) } // LinearDecay returns the current linear decay factor func (lp *Point) LinearDecay() float32 { return lp.uLinearDecay.Get() } // SetQuadraticDecay sets the quadratic decay factor as a function of the distance func (lp *Point) SetQuadraticDecay(decay float32) { lp.uQuadraticDecay.Set(decay) } // QuadraticDecay returns the current quadratic decay factor func (lp *Point) QuadraticDecay() float32 { return lp.uQuadraticDecay.Get() } // RenderSetup is called by the engine before rendering the scene func (lp *Point) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) { // Transfer uniforms lp.uColor.TransferIdx(gs, idx) lp.uLinearDecay.TransferIdx(gs, idx) lp.uQuadraticDecay.TransferIdx(gs, idx) // 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.uPosition.SetVector3(&math32.Vector3{pos4.X, pos4.Y, pos4.Z}) lp.uPosition.TransferIdx(gs, idx) }