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363 lines
10 KiB
JavaScript
363 lines
10 KiB
JavaScript
"use strict";
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import { Vec3 } from "../math/Vec3";
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/**
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* Represents basic light source.
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* @class
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* @param {string} [name] - Light source name.
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* @param {Object} [params] - Light parameters:
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* @param {Vec3} [params.position] - Light source position if it is a point light, otherwise it is a light direction vector.
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* @param {Vec3} [params.ambient] - Ambient RGB color.
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* @param {Vec3} [params.diffuse] - Diffuse RGB color.
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* @param {Vec3} [params.specular] - Specular RGB color.
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* @param {number} [params.shininess] - Specular shininess.
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*/
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class LightSource {
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static get _staticCounter() {
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if (!this._counter && this._counter !== 0) {
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this._counter = 0;
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}
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return this._counter;
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}
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static set _staticCounter(n) {
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this._counter = n;
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}
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constructor(name, params) {
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params = params || {};
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/**
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* Light name.
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* @protected
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* @type {string}
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*/
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this._name = name || "light_" + LightSource._staticCounter++;
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/**
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* Render node where light is shines.
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* @protected
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* @type {RenderNode}
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*/
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this._renderNode = null;
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/**
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* Light position.
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* @protected
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* @type {Vec3}
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*/
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this._position = params.position || new Vec3();
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/**
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* True if the light is directional.
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* @public
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* @type {boolean}
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*/
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this.directional = params.derectional != undefined ? params.derectional : true;
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/**
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* Ambient color.
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* @protected
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* @type {Vec3}
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*/
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this._ambient = params.ambient || new Vec3();
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/**
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* Diffuse color.
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* @protected
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* @type {Vec3}
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*/
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this._diffuse = params.diffuse || new Vec3(0.8, 0.8, 0.8);
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/**
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* Specular color.
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* @protected
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* @type {Vec3}
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*/
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this._specular = params.specular || new Vec3(0.18, 0.18, 0.18);
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/**
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* Shininess.
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* @protected
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* @type {number}
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*/
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this._shininess = params.shininess != undefined ? params.shininess : 3.3;
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/**
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* Light activity.
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* @protected
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* @type {boolean}
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*/
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this._active = true;
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this._tempAmbient = this._ambient.clone();
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this._tempDiffuse = this._diffuse.clone();
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this._tempSpecular = this._specular.clone();
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this._tempShininess = this._shininess;
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}
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/**
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* Creates clone of the current light object.
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* @todo: TODO
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* @public
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* @returns {LightSource}
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*/
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clone() {
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// TODO
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}
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/**
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* Set light activity. If activity is false the light doesn't shine.
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* @public
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* @param {boolean} active - Light activity.
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*/
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setActive(active) {
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if (active && !this._active) {
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var rn = this._renderNode;
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if (rn) {
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var index = rn._lightsNames.indexOf(this._name);
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this._shininess = rn._lightsParamsf[index] = this._tempShininess;
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if (index != -1) {
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index *= 9;
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this._ambient.x = rn._lightsParamsv[index] = this._tempAmbient.x;
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this._ambient.y = rn._lightsParamsv[index + 1] = this._tempAmbient.y;
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this._ambient.z = rn._lightsParamsv[index + 2] = this._tempAmbient.z;
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this._diffuse.x = rn._lightsParamsv[index + 3] = this._tempDiffuse.x;
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this._diffuse.y = rn._lightsParamsv[index + 4] = this._tempDiffuse.y;
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this._diffuse.z = rn._lightsParamsv[index + 5] = this._tempDiffuse.z;
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this._specular.x = rn._lightsParamsv[index + 6] = this._tempSpecular.x;
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this._specular.y = rn._lightsParamsv[index + 7] = this._tempSpecular.y;
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this._specular.z = rn._lightsParamsv[index + 8] = this._tempSpecular.z;
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}
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}
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this._active = true;
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} else if (!active && this._active) {
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this._tempAmbient = this._ambient.clone();
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this._tempDiffuse = this._diffuse.clone();
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this._tempSpecular = this._specular.clone();
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this._tempShininess = this._shininess;
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this.setBlack();
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this._active = false;
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}
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}
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/**
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* Gets light activity.
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* @public
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* @returns {boolean}
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*/
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isActive() {
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return this._active;
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}
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/**
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* Set light source position, or if it is a directional type sets light direction vector.
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* @public
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* @param {Vec3} position - Light position or direction vector.
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* @returns {LightSource}
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*/
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setPosition3v(position) {
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this._position.x = position.x;
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this._position.y = position.y;
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this._position.z = position.z;
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return this;
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}
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/**
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* Set light source position, or if it is a directional type sets light direction vector.
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* @public
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* @param {Vec3} position - Light position or direction vector.
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* @returns {LightSource}
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*/
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setPosition(x, y, z) {
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this._position.x = x;
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this._position.y = y;
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this._position.z = z;
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return this;
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}
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/**
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* Returns light source position, or if it is a directional type sets light direction vector.
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* @public
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* @returns {Vec3} - Light source position/direction.
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*/
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getPosition() {
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return this._position.clone();
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}
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/**
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* Set ambient color.
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* @public
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* @param {Vec3} rgb - Ambient color.
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* @returns {LightSource}
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*/
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setAmbient3v(rgb) {
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return this.setAmbient(rgb.x, rgb.y, rgb.z);
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}
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/**
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* Set diffuse color.
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* @public
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* @param {Vec3} rgb - Diffuse color.
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* @returns {LightSource}
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*/
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setDiffuse3v(rgb) {
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return this.setDiffuse(rgb.x, rgb.y, rgb.z);
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}
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/**
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* Set specular color.
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* @public
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* @param {Vec3} rgb - Specular color.
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* @returns {LightSource}
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*/
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setSpecular3v(rgb) {
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return this.setSpecular(rgb.x, rgb.y, rgb.z);
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}
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/**
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* Set ambient color.
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* @public
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* @param {Vec3} rgb - Ambient color.
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* @returns {LightSource}
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*/
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setAmbient(r, g, b) {
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this._ambient.set(r, g, b);
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var rn = this._renderNode;
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if (rn) {
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var index = 9 * rn._lightsNames.indexOf(this._name);
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if (index != -1) {
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rn._lightsParamsv[index] = r;
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rn._lightsParamsv[index + 1] = g;
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rn._lightsParamsv[index + 2] = b;
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}
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}
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return this;
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}
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/**
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* Set diffuse color.
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* @public
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* @returns {LightSource}
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*/
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setDiffuse(r, g, b) {
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this._diffuse.set(r, g, b);
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var rn = this._renderNode;
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if (rn) {
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var index = 9 * rn._lightsNames.indexOf(this._name);
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if (index != -1) {
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rn._lightsParamsv[index + 3] = r;
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rn._lightsParamsv[index + 4] = g;
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rn._lightsParamsv[index + 5] = b;
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}
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}
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return this;
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}
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/**
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* Set specular color.
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* @public
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* @returns {LightSource}
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*/
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setSpecular(r, g, b) {
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this._specular.set(r, g, b);
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var rn = this._renderNode;
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if (rn) {
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var index = 9 * rn._lightsNames.indexOf(this._name);
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if (index != -1) {
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rn._lightsParamsv[index + 6] = r;
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rn._lightsParamsv[index + 7] = g;
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rn._lightsParamsv[index + 8] = b;
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}
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}
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return this;
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}
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/**
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* Set material shininess.
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* @public
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* @returns {LightSource}
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*/
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setShininess(shininess) {
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this._shininess = shininess;
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var rn = this._renderNode;
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if (rn) {
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var index = rn._lightsNames.indexOf(this._name);
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if (index != -1) {
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rn._lightsParamsf[index] = shininess;
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}
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}
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return this;
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}
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/**
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* Sets light to black.
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* @public
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* @returns {LightSource}
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*/
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setBlack() {
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this._ambient.clear();
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this._diffuse.clear();
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this._specular.clear();
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this._shininess = 0;
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var rn = this._renderNode;
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if (rn) {
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var index = 9 * rn._lightsNames.indexOf(this._name);
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if (index != -1) {
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rn._lightsParamsv[index] =
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rn._lightsParamsv[index + 1] =
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rn._lightsParamsv[index + 2] =
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rn._lightsParamsv[index + 3] =
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rn._lightsParamsv[index + 4] =
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rn._lightsParamsv[index + 5] =
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rn._lightsParamsv[index + 6] =
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rn._lightsParamsv[index + 7] =
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rn._lightsParamsv[index + 8] =
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0;
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}
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}
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return this;
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}
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/**
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* Adds current light to the render node scene.
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* @public
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* @param {RenderNode} renderNode - Render node scene.
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* @returns {LightSource}
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*/
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addTo(renderNode) {
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this._renderNode = renderNode;
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renderNode._lights.push(this);
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renderNode._lightsNames.push(this._name);
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renderNode._lightsParamsf.push(this._shininess);
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renderNode._lightsParamsv.push.apply(renderNode._lightsParamsv, this._ambient.toVec());
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renderNode._lightsParamsv.push.apply(renderNode._lightsParamsv, this._diffuse.toVec());
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renderNode._lightsParamsv.push.apply(renderNode._lightsParamsv, this._specular.toVec());
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renderNode.transformLights();
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return this;
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}
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/**
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* Removes from render node scene.
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* @public
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*/
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remove() {
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var rn = this.renderNode;
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if (rn) {
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var li = rn.getLightById(this._name);
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if (li != -1) {
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rn._lights.splice(li, 1);
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rn._lightsNames.splice(li, 1);
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rn._lightsParamsf.splice(li, 1);
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rn._lightsParamsv.splice(li, 9);
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}
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}
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this._renderNode = null;
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}
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}
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export { LightSource };
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