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use graphics::{node, Node, NodeRef, NodeMut};
use color::{Rgb, ToRgb, ToRgba};
use glin;
use graphics;
use na::*;

use super::{Renderer, Render3d, Renderer3d,
    basic_material, ShadowMap, Light};
use glin::RenderSurface;


/// A point light is a light with a position
/// that emits light in all directions
pub struct PointLight{
    node: Node,
    attenuation_constant: f32,
    attenuation_linear: f32,
    attenuation_quadratic: f32,
    color: Rgb<f32>,
    radius: f32,
    cutoff: f32,
    strength: f32,
}

/// To feed an ubo with a point light's properties
#[allow(dead_code)]
#[repr(C)]
pub struct Data{
    world_position: Vec3,
    radius: f32,
    color: Rgb<f32>,
    attenuation_constant: f32,
    attenuation_linear: f32,
    attenuation_quadratic: f32,
    strength: f32,
    cutoff: f32,
    shadow_map_idx: [i32;4],
}

impl PointLight{
    /// Create a new point light
    pub fn new() -> PointLight{
        PointLight{
            node: Node::identity(),
            attenuation_constant: 1.0,
            attenuation_linear: 0.1,
            attenuation_quadratic: 0.01,
            color: rgb!(1.0f32,1.0f32,1.0f32),
            radius: 1.0,
            cutoff: 45.0,
            strength: 1.0,
        }
    }

    /// Color of this light
    pub fn set_color<C: ToRgb + ToRgba>(&mut self, color: &C){
        self.color = color.to_rgb();
    }

    /// Constant attenuation
    pub fn set_att_constant(&mut self, att: f32){
        self.attenuation_constant = att;
    }

    /// Linear attenuation
    pub fn set_att_linear(&mut self, att: f32){
        self.attenuation_linear = att;
    }

    /// Quadratic attenuation
    pub fn set_att_quadratic(&mut self, att: f32){
        self.attenuation_quadratic = att;
    }

    /// Multiplier of the base color
    pub fn set_strength(&mut self, strength: f32){
        self.strength = strength;
    }

    /// Radius, used for soft shadows
    pub fn set_radius(&mut self, radius: f32){
        self.radius = radius;
    }

    pub fn data(&self) -> Data{
        Data{
            world_position: self.global_position().xyz().to_vec(),
            color: self.color,
            attenuation_constant: self.attenuation_constant,
            attenuation_linear: self.attenuation_linear,
            attenuation_quadratic: self.attenuation_quadratic,
            strength: self.strength,
            radius: self.radius,
            cutoff: self.cutoff,
            shadow_map_idx: [-1; 4],
        }
    }
}

impl NodeRef for PointLight{
    fn node(&self) -> &Node{
        &self.node
    }
}

impl NodeMut for PointLight{
    fn node_mut(&mut self) -> &mut Node{
        &mut self.node
    }

    fn update_with_parent_flags(&mut self, parent: Option<&Node>, flags: node::Flags) -> bool{
        self.node.update_with_parent_flags(parent, flags)
    }
}

impl Light for PointLight{
    fn ty(&self) -> &str{
        "POINT_LIGHT"
    }

    fn uniforms(&self, _shadow_map_idx_offset: &mut usize) -> Vec<glin::program::Uniform>{
        // let p = trafo.view() * self.global_position().to_homogeneous();
        uniforms!{
            type: 0f32,
            // eye_position: vec3(p.x, p.y, p.z),
            world_position: self.global_position().xyz().to_vec(),
            color: self.color,
            constantAttenuation: self.attenuation_constant,
            linearAttenuation: self.attenuation_linear,
            quadraticAttenuation: self.attenuation_quadratic,
            radius: self.radius,
            cutoff: self.cutoff,
            strength: self.strength
        }
    }

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

geometry_cache!(graphics::Vertex3DNormal, graphics::sphere(1.,20,20));

impl Render3d for PointLight{
    fn render<R: RenderSurface>(&self, renderer: &Renderer<R>) where Self: Sized{
        let geom = get_geometry(renderer);
        let material = basic_material::Builder::new()
            .color(&(self.color * (self.strength / 5.)))
            .create();
        let model = self.node().clone() * Node::new(origin(), one(), vec3(self.radius, self.radius, self.radius));
        renderer
            .with_model(model)
            .draw_vao_with_material(geom.full_range(), &material);
    }
}