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