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use ecs::{Component, Sole};
use crate::color::Color;
use crate::data_types::vector::Vec3;
use crate::util::builder;
builder! {
#[builder(name = PointLightBuilder, derives = (Debug, Clone))]
#[derive(Debug, Clone, Component)]
#[non_exhaustive]
pub struct PointLight
{
pub position: Vec3<f32>,
pub diffuse: Color<f32>,
pub specular: Color<f32>,
pub attenuation_params: AttenuationParams,
}
}
impl PointLight
{
pub fn builder() -> PointLightBuilder
{
PointLightBuilder::default()
}
}
impl Default for PointLight
{
fn default() -> Self
{
Self {
position: Vec3::default(),
diffuse: Color { red: 0.5, green: 0.5, blue: 0.5 },
specular: Color { red: 1.0, green: 1.0, blue: 1.0 },
attenuation_params: AttenuationParams::default(),
}
}
}
impl Default for PointLightBuilder
{
fn default() -> Self
{
PointLight::default().into()
}
}
/// Parameters for light [attenuation](https://en.wikipedia.org/wiki/Attenuation).
#[derive(Debug, Clone)]
pub struct AttenuationParams
{
pub constant: f32,
pub linear: f32,
pub quadratic: f32,
}
impl Default for AttenuationParams
{
fn default() -> Self
{
Self {
constant: 1.0,
linear: 0.0,
quadratic: 0.0,
}
}
}
builder! {
#[builder(name = DirectionalLightBuilder, derives = (Debug, Default, Clone))]
#[derive(Debug, Default, Clone, Component)]
#[non_exhaustive]
pub struct DirectionalLight
{
pub diffuse: Color<f32>,
pub specular: Color<f32>,
pub direction: Vec3<f32>,
}
}
impl DirectionalLight
{
pub fn builder() -> DirectionalLightBuilder
{
DirectionalLightBuilder::default()
}
}
builder! {
/// Global light properties.
#[builder(name = GlobalLightBuilder, derives = (Debug, Clone, Default))]
#[derive(Debug, Clone, Default, Sole)]
#[non_exhaustive]
pub struct GlobalLight
{
pub ambient: Color<f32>,
}
}
impl GlobalLight
{
#[must_use]
pub fn builder() -> GlobalLightBuilder
{
GlobalLightBuilder::default()
}
}
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