/
frame.go
59 lines (50 loc) · 1.05 KB
/
frame.go
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package zbuf
import (
"image/color"
"github.com/adamcolton/geom/d3"
"github.com/adamcolton/geom/d3/render/material"
"github.com/adamcolton/geom/d3/render/scene"
"github.com/adamcolton/geom/work"
)
type ZBufFrame struct {
Near, Far float64
Background color.RGBA
Shaders []Shader
}
type Frame struct {
*scene.Frame
*ZBufFrame
CameraMeshes [][]d3.Pt
}
func (f *Frame) PopulateCameraMeshes() {
ln := len(f.Meshes)
f.CameraMeshes = make([][]d3.Pt, ln)
t := (&Camera{
Camera: f.Camera,
Near: f.Near,
Far: f.Far,
}).T()
work.RunRange(ln, func(mIdx, _ int) {
f.CameraMeshes[mIdx] = t.PtsScl(f.Meshes[mIdx].Space)
})
}
func (f *Frame) PopulateShaders() {
ln := len(f.Meshes)
f.Shaders = make([]Shader, ln)
work.RunRange(ln, func(idx, _ int) {
f.innerPopulateShaders(idx)
})
}
func (f *Frame) innerPopulateShaders(idx int) {
s := f.Meshes[idx].Shader
z, ok := s.(ZBufShader)
if ok {
f.Shaders[idx] = z.ZBufShader
return
}
m, ok := s.(*material.Material)
if ok {
mw := &MaterialWrapper{*m}
f.Shaders[idx] = mw.ZBufShader
}
}