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use crate::model::vs as model_vs; use cgmath::{Vector3, Zero}; /// A direction lightsource in the world. /// /// Note: lights coming from the sky are going down, so their direction would be `Vector3::new(0.0, /// -1.0, 0.0)` /// /// For more information, see the amazing tutorial at [https://learnopengl.com/Lighting/Colors](https://learnopengl.com/Lighting/Colors) pub struct DirectionalLight { /// The direction of the light source pub direction: Vector3<f32>, /// The color of the light source. pub color: LightColor, } impl Default for DirectionalLight { fn default() -> Self { Self { direction: Vector3::zero(), color: LightColor::default(), } } } /// A pointlight in the world. /// /// Note: Not implemented yet /// /// For more information, see the amazing tutorial at [https://learnopengl.com/Lighting/Colors](https://learnopengl.com/Lighting/Colors) pub struct PointLight { /// The position of the light in the world. pub position: Vector3<f32>, /// The color of the light in the world. pub color: LightColor, /// The attenuation of the light, or how much the light decays over a distance. /// `PointLightAttenuation` implements `Default` so you can take a good initial value, or you /// can tune this until the end of time. pub attenuation: PointLightAttenuation, } impl Default for PointLight { fn default() -> Self { Self { position: Vector3::zero(), color: LightColor::default(), attenuation: PointLightAttenuation::default(), } } } /// The color of the light. This is divided in 3 fields: ambient, diffuse and specular. See each field for the definition. /// /// For more information, see the amazing tutorial at [https://learnopengl.com/Lighting/Colors](https://learnopengl.com/Lighting/Colors) pub struct LightColor { /// Even when it is dark there is usually still some light somewhere in the world (the moon, a distant light) so objects are almost never completely dark. /// To simulate this we use an ambient lighting constant that always gives the object some color. /// /// This will be merged with the ambient factor of the material of your model. pub ambient: Vector3<f32>, /// Diffuse light simulates the directional impact a light object has on an object. /// This is the most visually significant component of the lighting model. /// The more a part of an object faces the light source, the brighter it becomes. /// /// This will be merged with the diffuse factor of the material of your model. pub diffuse: Vector3<f32>, /// Specular light simulates the bright spot of a light that appears on shiny objects. /// Specular highlights are more inclined to the color of the light than the color of the object. /// /// This will be merged with the specular factor of the material of your model. pub specular: Vector3<f32>, } impl Default for LightColor { fn default() -> Self { LightColor { ambient: Vector3::zero(), diffuse: Vector3::zero(), specular: Vector3::zero(), } } } /// The attenuation of the pointlight, or how much the light impacts objects based on their /// distance. pub struct PointLightAttenuation { /// The constant or base attenuation. This will always reduce the effect of the light source, /// regardless on how far away the object is. /// /// This can also be seen as `brightness`. pub constant: f32, /// The linear attenuation of the light. This will reduce the effect of the light source if the /// model is far away pub linear: f32, /// The quadratic attenuation of the light. This will greatly reduce the effect of the light /// source if the model is far away. pub quadratic: f32, } impl Default for PointLightAttenuation { fn default() -> Self { // Values taken from https://learnopengl.com/Lighting/Multiple-lights Self { constant: 1.0, linear: 0.09, quadratic: 0.032, } } } /// The state of the lights in the game. Lights come in two flavors. /// /// Directional lights: light sources that shine in a certain direction, e.g. the sun. /// /// Point lights: lights that shine equally in all directions, e.g. a lightbulb. /// /// Note: lights are limited to 100 of each type. Currently the shaders do not support more than /// 100 light sources at a time. Please open an issue if you need more light sources. pub struct LightState { /// A `FixedVec` of directional lights pub directional: FixedVec<DirectionalLight>, /// A `FixedVec` of point lights. /// /// Note: not implemented yet pub point: FixedVec<PointLight>, } impl LightState { pub(crate) fn new() -> Self { Self { directional: FixedVec::<DirectionalLight>::new(), point: FixedVec::<PointLight>::new(), } } } const LIGHT_COUNT: usize = 100; /// A fixed vec of light sources. This is limited to 100 entries because of a limitation in the way /// Crystal's shaders are implemented. Please open an issue if you need more light sources. /// /// This should mirror most functions that exist on [Vec]. If you're missing a function, feel free to open an issue or PR! pub struct FixedVec<T> { pub(crate) data: [T; LIGHT_COUNT], len: usize, } impl FixedVec<DirectionalLight> { pub(crate) fn to_shader_value(&self) -> (i32, [model_vs::ty::DirectionalLight; LIGHT_COUNT]) { let result = array_init::array_init(|i| { let light = &self.data[i]; model_vs::ty::DirectionalLight { direction_x: light.direction.x, direction_y: light.direction.y, direction_z: light.direction.z, color_ambient_r: light.color.ambient.x, color_ambient_g: light.color.ambient.y, color_ambient_b: light.color.ambient.z, color_diffuse_r: light.color.diffuse.x, color_diffuse_g: light.color.diffuse.x, color_diffuse_b: light.color.diffuse.z, color_specular_r: light.color.specular.x, color_specular_g: light.color.specular.y, color_specular_b: light.color.specular.z, } }); (self.len() as i32, result) } } impl<T: Default> FixedVec<T> { pub(crate) fn new() -> Self { Self { // safe because this is a `DirectionalLight` which has a size and is not a reference data: array_init::array_init(|_| T::default()), len: 0, } } } // Implementation of relevant std::vec::Vec functions impl<T> FixedVec<T> { /// Extracts a slice containing the entire fixed vec. /// /// Equivalent to `&s[..]`. pub fn as_slice(&self) -> &[T] { &self.data[..self.len] } /// Extracts a mutable slice of the entire fixed vec. /// /// Equivalent to `&mut s[..]`. pub fn as_mut_slice(&mut self) -> &mut [T] { &mut self.data[..self.len] } /// Get the amount of lights that are stored in this `FixedVec`. /// /// Note: this is always 100 or lower. pub fn len(&self) -> usize { self.len } /// Returns `true` if this `FixedVec` is empty. /// /// This is an alias for `self.len() == 0` pub fn is_empty(&self) -> bool { self.len() == 0 } /// Add a new light to this `FixedVec`. /// /// This will panic if more than 100 lights are added. pub fn push(&mut self, t: T) { assert!(self.len() < LIGHT_COUNT); self.data[self.len] = t; self.len += 1; } /// Remove the last light source from this `FixedVec`. /// /// This will panic if the `FixedVec` is empty. pub fn pop(&mut self) { assert!(self.len > 0); self.len -= 1; } } impl<T> std::ops::Index<usize> for FixedVec<T> { type Output = T; fn index(&self, index: usize) -> &T { assert!(index < self.len()); &self.data[index] } } impl<T> std::ops::IndexMut<usize> for FixedVec<T> { fn index_mut(&mut self, index: usize) -> &mut T { assert!(index < self.len()); &mut self.data[index] } }