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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 Spot struct {
- core.Node // Embedded node
- color math32.Color // Light color
- intensity float32 // Light intensity
- direction math32.Vector3 // Direction in world coordinates
- uni gls.Uniform // Uniform location cache
- udata struct { // Combined uniform data in 5 vec3:
- color math32.Color // Light color
- position math32.Vector3 // Light position
- direction math32.Vector3 // Light position
- angularDecay float32 // Angular decay factor
- cutoffAngle float32 // Cut off angle
- linearDecay float32 // Distance linear decay
- quadraticDecay float32 // Distance quadratic decay
- dummy1 float32 // Completes 5*vec3
- dummy2 float32 // Completes 5*vec3
- }
- }
- // NewSpot creates and returns a spot light with the specified color and intensity
- func NewSpot(color *math32.Color, intensity float32) *Spot {
- l := new(Spot)
- l.Node.Init()
- l.color = *color
- l.intensity = intensity
- l.uni.Init("SpotLight")
- l.SetColor(color)
- l.SetAngularDecay(15.0)
- l.SetCutoffAngle(45.0)
- l.SetLinearDecay(1.0)
- l.SetQuadraticDecay(1.0)
- return l
- }
- // SetColor sets the color of this light
- func (l *Spot) SetColor(color *math32.Color) {
- l.color = *color
- l.udata.color = l.color
- l.udata.color.MultiplyScalar(l.intensity)
- }
- // Color returns the current color of this light
- func (l *Spot) Color() math32.Color {
- return l.color
- }
- // SetIntensity sets the intensity of this light
- func (l *Spot) SetIntensity(intensity float32) {
- l.intensity = intensity
- l.udata.color = l.color
- l.udata.color.MultiplyScalar(l.intensity)
- }
- // Intensity returns the current intensity of this light
- func (l *Spot) Intensity() float32 {
- return l.intensity
- }
- // SetDirection sets the direction of the spot light in world coordinates
- func (l *Spot) SetDirection(direction *math32.Vector3) {
- l.direction = *direction
- }
- // Direction returns the current direction of this spot light in world coordinates
- func (l *Spot) Direction(direction *math32.Vector3) math32.Vector3 {
- return l.direction
- }
- // SetCutoffAngle sets the cutoff angle in degrees from 0 to 90
- func (l *Spot) SetCutoffAngle(angle float32) {
- l.udata.cutoffAngle = angle
- }
- // CutoffAngle returns the current cutoff angle in degrees from 0 to 90
- func (l *Spot) CutoffAngle() float32 {
- return l.udata.cutoffAngle
- }
- // SetAngularDecay sets the angular decay exponent
- func (l *Spot) SetAngularDecay(decay float32) {
- l.udata.angularDecay = decay
- }
- // AngularDecay returns the current angular decay exponent
- func (l *Spot) AngularDecay() float32 {
- return l.udata.angularDecay
- }
- // SetLinearDecay sets the linear decay factor as a function of the distance
- func (l *Spot) SetLinearDecay(decay float32) {
- l.udata.linearDecay = decay
- }
- // LinearDecay returns the current linear decay factor
- func (l *Spot) LinearDecay() float32 {
- return l.udata.linearDecay
- }
- // SetQuadraticDecay sets the quadratic decay factor as a function of the distance
- func (l *Spot) SetQuadraticDecay(decay float32) {
- l.udata.quadraticDecay = decay
- }
- // QuadraticDecay returns the current quadratic decay factor
- func (l *Spot) QuadraticDecay() float32 {
- return l.udata.quadraticDecay
- }
- // RenderSetup is called by the engine before rendering the scene
- func (l *Spot) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) {
- // Calculates and updates light position uniform in camera coordinates
- var pos math32.Vector3
- l.WorldPosition(&pos)
- var pos4 math32.Vector4
- pos4.SetVector3(&pos, 1.0)
- pos4.ApplyMatrix4(&rinfo.ViewMatrix)
- l.udata.position.X = pos4.X
- l.udata.position.Y = pos4.Y
- l.udata.position.Z = pos4.Z
- // Calculates and updates light direction uniform in camera coordinates
- pos4.SetVector3(&l.direction, 0.0)
- pos4.ApplyMatrix4(&rinfo.ViewMatrix)
- l.udata.direction.X = pos4.X
- l.udata.direction.Y = pos4.Y
- l.udata.direction.Z = pos4.Z
- // Transfer uniform data
- const vec3count = 5
- location := l.uni.LocationIdx(gs, vec3count*int32(idx))
- gs.Uniform3fvUP(location, vec3count, unsafe.Pointer(&l.udata))
- }
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