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use color::{Rgb, ToRgb};
use glin;
use super::{ShadowMap, Light};
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.,
}
}
pub fn diffuse(&self) -> &Rgb<f32>{
&self.diffuse
}
pub fn specular(&self) -> &Rgb<f32>{
&self.specular
}
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![]
}
}