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- // 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 (
- "unsafe"
- "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.Uniform2 // 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.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.Uniform3fvUP(location, vec3count, unsafe.Pointer(&lp.udata))
- }
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