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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"
- "unsafe"
- )
- // 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.Uniform2 // Uniform location cache
- udata struct { // Combined uniform data in 6 vec3:
- ambient math32.Color // Ambient color reflectivity
- diffuse math32.Color // Diffuse color reflectivity
- specular math32.Color // Specular color reflectivity
- emissive math32.Color // Emissive color
- shininess float32 // Specular shininess factor
- opacity float32 // Opacity
- psize float32 // Point size
- protationZ float32 // Point rotation around Z axis
- }
- }
- // Number of glsl shader vec3 elements used by uniform data
- const standardVec3Count = 6
- // NewStandard creates and returns a pointer to a new standard material
- func NewStandard(color *math32.Color) *Standard {
- ms := new(Standard)
- ms.Init("standard", 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.Init("Material")
- ms.SetColor(color)
- ms.SetSpecularColor(&math32.Color{0.5, 0.5, 0.5})
- ms.SetEmissiveColor(&math32.Color{0, 0, 0})
- ms.SetShininess(30.0)
- ms.SetOpacity(1.0)
- }
- // AmbientColor returns the material ambient color reflectivity.
- func (ms *Standard) AmbientColor() math32.Color {
- return ms.udata.ambient
- }
- // SetAmbientColor sets the material ambient color reflectivity.
- // The default is the same as the diffuse color
- func (ms *Standard) SetAmbientColor(color *math32.Color) {
- ms.udata.ambient = *color
- }
- // SetColor sets the material diffuse color and also the
- // material ambient color reflectivity
- func (ms *Standard) SetColor(color *math32.Color) {
- ms.udata.diffuse = *color
- ms.udata.ambient = *color
- }
- // SetEmissiveColor sets the material emissive color
- // The default is {0,0,0}
- func (ms *Standard) SetEmissiveColor(color *math32.Color) {
- ms.udata.emissive = *color
- }
- // EmissiveColor returns the material current emissive color
- func (ms *Standard) EmissiveColor() math32.Color {
- return ms.udata.emissive
- }
- // SetSpecularColor sets the material specular color reflectivity.
- // The default is {0.5, 0.5, 0.5}
- func (ms *Standard) SetSpecularColor(color *math32.Color) {
- ms.udata.specular = *color
- }
- // SetShininess sets the specular highlight factor. Default is 30.
- func (ms *Standard) SetShininess(shininess float32) {
- ms.udata.shininess = shininess
- }
- // SetOpacity sets the material opacity (alpha). Default is 1.0.
- func (ms *Standard) SetOpacity(opacity float32) {
- ms.udata.opacity = 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)
- location := ms.uni.Location(gs)
- gs.Uniform3fvUP(location, standardVec3Count, unsafe.Pointer(&ms.udata))
- }
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