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directional.go
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directional.go
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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"
)
// Directional represents a directional, positionless light
type Directional struct {
core.Node // Embedded node
color math32.Color // Light color
intensity float32 // Light intensity
uni gls.Uniform // Uniform location cache
udata struct { // Combined uniform data in 2 vec3:
color math32.Color // Light color
position math32.Vector3 // Light position
}
}
// NewDirectional creates and returns a pointer of a new directional light
// the specified color and intensity.
func NewDirectional(color *math32.Color, intensity float32) *Directional {
ld := new(Directional)
ld.Node.Init()
ld.color = *color
ld.intensity = intensity
ld.uni.Init("DirLight")
ld.SetColor(color)
return ld
}
// SetColor sets the color of this light
func (ld *Directional) SetColor(color *math32.Color) {
ld.color = *color
ld.udata.color = ld.color
ld.udata.color.MultiplyScalar(ld.intensity)
}
// Color returns the current color of this light
func (ld *Directional) Color() math32.Color {
return ld.color
}
// SetIntensity sets the intensity of this light
func (ld *Directional) SetIntensity(intensity float32) {
ld.intensity = intensity
ld.udata.color = ld.color
ld.udata.color.MultiplyScalar(ld.intensity)
}
// Intensity returns the current intensity of this light
func (ld *Directional) Intensity() float32 {
return ld.intensity
}
// RenderSetup is called by the engine before rendering the scene
func (ld *Directional) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo, idx int) {
// Calculates light position in camera coordinates and updates uniform
var pos math32.Vector3
ld.WorldPosition(&pos)
pos4 := math32.Vector4{pos.X, pos.Y, pos.Z, 0.0}
pos4.ApplyMatrix4(&rinfo.ViewMatrix)
ld.udata.position.X = pos4.X
ld.udata.position.Y = pos4.Y
ld.udata.position.Z = pos4.Z
// Transfer uniform data
const vec3count = 2
location := ld.uni.LocationIdx(gs, vec3count*int32(idx))
gs.Uniform3fvUP(location, vec3count, unsafe.Pointer(&ld.udata))
}