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use color::{Rgb, ToRgb};
use glin;
use super::{ShadowMap, Light};

/// An ambient light with a uniform value for every pixel in the screen
pub struct AmbientLight{
    diffuse: Rgb<f32>,
    specular: Rgb<f32>,
    strength: f32,
}


impl AmbientLight{
    pub fn new() -> AmbientLight{
        AmbientLight{
            diffuse: rgb!(0.02, 0.02, 0.02),
            specular: rgb!(0.02, 0.02, 0.02),
            strength: 1.,
        }
    }

    /// Ambient light for diffuse coolors
    pub fn diffuse(&self) -> &Rgb<f32>{
        &self.diffuse
    }

    /// Ambient light for specular colors
    pub fn specular(&self) -> &Rgb<f32>{
        &self.specular
    }

    /// Strength will multiply the value of the ambient
    pub fn strength(&self) -> f32{
        self.strength
    }

    pub fn set_diffuse<C: ToRgb>(&mut self, color: &C){
        self.diffuse = color.to_rgb();
    }

    pub fn set_specular<C: ToRgb>(&mut self, color: &C){
        self.specular = color.to_rgb();
    }

    pub fn set_strength(&mut self, strength: f32){
        self.strength = strength;
    }
}

impl Light for AmbientLight{
    fn ty(&self) -> &str{
        "AMBIENT_LIGHT"
    }

    fn uniforms(&self, _shadow_map_idx_offset: &mut usize) -> Vec<glin::program::Uniform>{
        uniforms!{
            enabled: 1f32,
            type: 3f32,
            ambient_diffuse: self.diffuse * self.strength,
            ambient_specular: self.specular * self.strength,
        }
    }

    fn shadow_maps(&self) -> Vec<&dyn ShadowMap>{
        vec![]
    }
}