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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 material
- import (
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/math32"
- )
- type Standard struct {
- Material // Embedded material
- emissive *gls.Uniform3f // Emissive color uniform
- ambient *gls.Uniform3f // Ambient color uniform
- diffuse *gls.Uniform3f // Diffuse color uniform
- specular *gls.Uniform3f // Specular color uniform
- shininess *gls.Uniform1f // Shininess exponent uniform
- opacity *gls.Uniform1f // Opacity (alpha)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
- }
- func (ms *Standard) Init(shader string, color *math32.Color) {
- ms.Material.Init()
- ms.SetShader(shader)
- // Creates uniforms and adds to material
- ms.emissive = gls.NewUniform3f("MatEmissiveColor")
- ms.ambient = gls.NewUniform3f("MatAmbientColor")
- ms.diffuse = gls.NewUniform3f("MatDiffuseColor")
- ms.specular = gls.NewUniform3f("MatSpecularColor")
- ms.shininess = gls.NewUniform1f("MatShininess")
- ms.opacity = gls.NewUniform1f("MatOpacity")
- // Set initial values
- ms.emissive.Set(0, 0, 0)
- ms.ambient.SetColor(color)
- ms.diffuse.SetColor(color)
- ms.specular.Set(0.5, 0.5, 0.5)
- ms.shininess.Set(30.0)
- ms.opacity.Set(1.0)
- }
- // AmbientColor returns the material ambient color reflectivity.
- func (ms *Standard) AmbientColor() math32.Color {
- return ms.ambient.GetColor()
- }
- // SetAmbientColor sets the material ambient color reflectivity.
- // The default is the same as the diffuse color
- func (ms *Standard) SetAmbientColor(color *math32.Color) {
- ms.ambient.SetColor(color)
- }
- // SetColor sets the material diffuse color and also the
- // material ambient color reflectivity
- func (ms *Standard) SetColor(color *math32.Color) {
- ms.diffuse.SetColor(color)
- ms.ambient.SetColor(color)
- }
- // SetEmissiveColor sets the material emissive color
- // The default is {0,0,0}
- func (ms *Standard) SetEmissiveColor(color *math32.Color) {
- ms.emissive.SetColor(color)
- }
- // EmissiveColor returns the material current emissive color
- func (ms *Standard) EmissiveColor() math32.Color {
- return ms.emissive.GetColor()
- }
- // SetSpecularColor sets the material specular color reflectivity.
- // The default is {0.5, 0.5, 0.5}
- func (ms *Standard) SetSpecularColor(color *math32.Color) {
- ms.specular.SetColor(color)
- }
- // SetShininess sets the specular highlight factor. Default is 30.
- func (ms *Standard) SetShininess(shininess float32) {
- ms.shininess.Set(shininess)
- }
- // SetOpacity sets the material opacity (alpha). Default is 1.0.
- func (ms *Standard) SetOpacity(opacity float32) {
- ms.opacity.Set(opacity)
- }
- func (ms *Standard) RenderSetup(gs *gls.GLS) {
- ms.Material.RenderSetup(gs)
- ms.emissive.Transfer(gs)
- ms.ambient.Transfer(gs)
- ms.diffuse.Transfer(gs)
- ms.specular.Transfer(gs)
- ms.shininess.Transfer(gs)
- ms.opacity.Transfer(gs)
- }
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