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#ifndef Magnum_Shaders_PhongShader_h
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#define Magnum_Shaders_PhongShader_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Shaders::PhongShader
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*/
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#include "Math/Matrix4.h"
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#include "AbstractShaderProgram.h"
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#include "Color.h"
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#include "magnumShadersVisibility.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Phong shader
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If supported, uses GLSL 3.20 and @extension{ARB,explicit_attrib_location},
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otherwise falls back to GLSL 1.20.
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*/
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class MAGNUM_SHADERS_EXPORT PhongShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Point3D> Position; /**< @brief Vertex position */
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typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */
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explicit PhongShader();
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/**
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* @brief Set ambient color
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* @return Pointer to self (for method chaining)
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*
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* If not set, default value is `(0.0f, 0.0f, 0.0f)`.
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*/
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inline PhongShader* setAmbientColor(const Color3<>& color) {
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setUniform(ambientColorUniform, color);
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return this;
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}
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/**
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* @brief Set diffuse color
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* @return Pointer to self (for method chaining)
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*/
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inline PhongShader* setDiffuseColor(const Color3<>& color) {
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setUniform(diffuseColorUniform, color);
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return this;
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}
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/**
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* @brief Set specular color
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* @return Pointer to self (for method chaining)
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*
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`.
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*/
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inline PhongShader* setSpecularColor(const Color3<>& color) {
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setUniform(specularColorUniform, color);
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return this;
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}
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/**
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* @brief Set shininess
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* @return Pointer to self (for method chaining)
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*
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* The larger value, the harder surface (smaller specular highlight).
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* If not set, default value is `80.0f`.
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*/
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inline PhongShader* setShininess(GLfloat shininess) {
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setUniform(shininessUniform, shininess);
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return this;
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}
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/**
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* @brief Set transformation and normal matrix
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* @return Pointer to self (for method chaining)
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*/
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inline PhongShader* setTransformationMatrix(const Matrix4& matrix) {
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setUniform(transformationMatrixUniform, matrix);
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setUniform(normalMatrixUniform, matrix.rotation());
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return this;
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}
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/**
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* @brief Set projection matrix
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* @return Pointer to self (for method chaining)
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*/
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inline PhongShader* setProjectionMatrix(const Matrix4& matrix) {
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setUniform(projectionMatrixUniform, matrix);
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return this;
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}
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/**
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* @brief Set light position
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* @return Pointer to self (for method chaining)
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*/
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inline PhongShader* setLightPosition(const Vector3& light) {
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setUniform(lightUniform, light);
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return this;
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}
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/**
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* @brief Set light color
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* @return Pointer to self (for method chaining)
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*
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`.
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*/
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inline PhongShader* setLightColor(const Color3<>& color) {
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setUniform(lightColorUniform, color);
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return this;
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}
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private:
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GLint transformationMatrixUniform,
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projectionMatrixUniform,
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normalMatrixUniform,
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lightUniform,
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diffuseColorUniform,
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ambientColorUniform,
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specularColorUniform,
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lightColorUniform,
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shininessUniform;
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};
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}}
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#endif
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