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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Phong.h"
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#ifdef MAGNUM_TARGET_GLES
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#include <Corrade/Containers/Array.h>
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#endif
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#include <Corrade/Containers/EnumSet.hpp>
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#include <Corrade/Containers/Reference.h>
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#include <Corrade/Utility/FormatStl.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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enum: Int {
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AmbientTextureLayer = 0,
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DiffuseTextureLayer = 1,
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SpecularTextureLayer = 2,
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NormalTextureLayer = 3
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};
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}
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Phong::Phong(const Flags flags, const UnsignedInt lightCount): _flags{flags}, _lightCount{lightCount}, _lightColorsUniform{_lightPositionsUniform + Int(lightCount)} {
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShaders"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShaders");
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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#ifndef MAGNUM_TARGET_GLES
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std::string lightInitializer;
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if(lightCount) {
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/* Initializer for the light color array -- we need a list of vec4(1.0)
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joined by commas. For GLES we'll simply upload the values directly. */
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constexpr const char lightInitializerPreamble[] = "#define LIGHT_COLOR_INITIALIZER ";
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constexpr std::size_t lightInitializerPreambleSize =
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Containers::arraySize(lightInitializerPreamble) - 1;
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constexpr const char lightInitializerItem[] = "vec4(1.0), ";
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constexpr std::size_t lightInitializerItemSize =
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Containers::arraySize(lightInitializerItem) - 1;
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lightInitializer.reserve(Containers::arraySize(lightInitializerPreamble) - 1 + lightCount*lightInitializerItemSize);
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lightInitializer.append(lightInitializerPreamble, lightInitializerPreambleSize);
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for(std::size_t i = 0; i != lightCount; ++i)
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lightInitializer.append(lightInitializerItem, lightInitializerItemSize);
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/* Drop the last comma and add a newline at the end */
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lightInitializer[lightInitializer.size() - 2] = '\n';
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lightInitializer.resize(lightInitializer.size() - 1);
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}
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#endif
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vert.addSource(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture) ? "#define TEXTURED\n" : "")
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "")
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "")
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.addSource(Utility::formatString("#define LIGHT_COUNT {}\n", lightCount))
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Phong.vert"));
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frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "")
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.addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "")
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.addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "")
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "")
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "")
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.addSource(flags & Flag::AlphaMask ? "#define ALPHA_MASK\n" : "")
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#ifndef MAGNUM_TARGET_GLES2
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.addSource(flags & Flag::ObjectId ? "#define OBJECT_ID\n" : "")
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#endif
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.addSource(Utility::formatString(
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"#define LIGHT_COUNT {}\n"
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"#define LIGHT_COLORS_LOCATION {}\n", lightCount, _lightPositionsUniform + lightCount));
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#ifndef MAGNUM_TARGET_GLES
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if(lightCount) frag.addSource(std::move(lightInitializer));
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#endif
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frag.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Phong.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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/* ES3 has this done in the shader directly and doesn't even provide
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bindFragmentDataLocation() */
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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if(lightCount)
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bindAttributeLocation(Normal::Location, "normal");
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if((flags & Flag::NormalTexture) && lightCount)
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bindAttributeLocation(Tangent::Location, "tangent");
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if(flags & Flag::VertexColor)
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bindAttributeLocation(Color3::Location, "vertexColor"); /* Color4 is the same */
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if(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture))
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags & Flag::ObjectId) {
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bindFragmentDataLocation(ColorOutput, "color");
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bindFragmentDataLocation(ObjectIdOutput, "objectId");
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}
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#endif
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}
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationMatrixUniform = uniformLocation("transformationMatrix");
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_projectionMatrixUniform = uniformLocation("projectionMatrix");
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_ambientColorUniform = uniformLocation("ambientColor");
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if(lightCount) {
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_normalMatrixUniform = uniformLocation("normalMatrix");
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_diffuseColorUniform = uniformLocation("diffuseColor");
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_specularColorUniform = uniformLocation("specularColor");
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_shininessUniform = uniformLocation("shininess");
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_lightPositionsUniform = uniformLocation("lightPositions");
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_lightColorsUniform = uniformLocation("lightColors");
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}
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if(flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId");
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#endif
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}
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#ifndef MAGNUM_TARGET_GLES
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if(flags && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
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#endif
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{
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if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureLayer);
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if(lightCount) {
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if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer);
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if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureLayer);
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if(flags & Flag::NormalTexture) setUniform(uniformLocation("normalTexture"), NormalTextureLayer);
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}
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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/* Default to fully opaque white so we can see the textures */
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if(flags & Flag::AmbientTexture) setAmbientColor(Magnum::Color4{1.0f});
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else setAmbientColor(Magnum::Color4{0.0f});
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setTransformationMatrix({});
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setProjectionMatrix({});
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if(lightCount) {
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setDiffuseColor(Magnum::Color4{1.0f});
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setSpecularColor(Magnum::Color4{1.0f});
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setShininess(80.0f);
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if(flags & Flag::AlphaMask) setAlphaMask(0.5f);
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/* Object ID is zero by default */
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setLightColors(Containers::Array<Magnum::Color4>{Containers::DirectInit, lightCount, Magnum::Color4{1.0f}});
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/* Light position is zero by default */
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setNormalMatrix({});
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}
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#endif
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}
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Phong& Phong::setAmbientColor(const Magnum::Color4& color) {
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setUniform(_ambientColorUniform, color);
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return *this;
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}
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Phong& Phong::bindAmbientTexture(GL::Texture2D& texture) {
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CORRADE_ASSERT(_flags & Flag::AmbientTexture,
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"Shaders::Phong::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this);
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texture.bind(AmbientTextureLayer);
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return *this;
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}
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Phong& Phong::setDiffuseColor(const Magnum::Color4& color) {
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if(_lightCount) setUniform(_diffuseColorUniform, color);
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return *this;
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}
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Phong& Phong::bindDiffuseTexture(GL::Texture2D& texture) {
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CORRADE_ASSERT(_flags & Flag::DiffuseTexture,
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"Shaders::Phong::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this);
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if(_lightCount) texture.bind(DiffuseTextureLayer);
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return *this;
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}
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Phong& Phong::setSpecularColor(const Magnum::Color4& color) {
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if(_lightCount) setUniform(_specularColorUniform, color);
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return *this;
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}
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Phong& Phong::bindSpecularTexture(GL::Texture2D& texture) {
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CORRADE_ASSERT(_flags & Flag::SpecularTexture,
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"Shaders::Phong::bindSpecularTexture(): the shader was not created with specular texture enabled", *this);
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if(_lightCount) texture.bind(SpecularTextureLayer);
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return *this;
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}
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Phong& Phong::bindNormalTexture(GL::Texture2D& texture) {
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CORRADE_ASSERT(_flags & Flag::NormalTexture,
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"Shaders::Phong::bindNormalTexture(): the shader was not created with normal texture enabled", *this);
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if(_lightCount) texture.bind(NormalTextureLayer);
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return *this;
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}
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Phong& Phong::bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) {
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CORRADE_ASSERT(_flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture),
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"Shaders::Phong::bindTextures(): the shader was not created with any textures enabled", *this);
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GL::AbstractTexture::bind(AmbientTextureLayer, {ambient, diffuse, specular, normal});
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return *this;
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}
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Phong& Phong::setShininess(Float shininess) {
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if(_lightCount) setUniform(_shininessUniform, shininess);
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return *this;
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}
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Phong& Phong::setAlphaMask(Float mask) {
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CORRADE_ASSERT(_flags & Flag::AlphaMask,
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"Shaders::Phong::setAlphaMask(): the shader was not created with alpha mask enabled", *this);
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setUniform(_alphaMaskUniform, mask);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES2
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Phong& Phong::setObjectId(UnsignedInt id) {
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CORRADE_ASSERT(_flags & Flag::ObjectId,
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"Shaders::Phong::setObjectId(): the shader was not created with object ID enabled", *this);
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setUniform(_objectIdUniform, id);
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return *this;
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}
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#endif
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Phong& Phong::setTransformationMatrix(const Matrix4& matrix) {
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setUniform(_transformationMatrixUniform, matrix);
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return *this;
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}
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Phong& Phong::setNormalMatrix(const Matrix3x3& matrix) {
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if(_lightCount) setUniform(_normalMatrixUniform, matrix);
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return *this;
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}
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Phong& Phong::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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Phong& Phong::setLightPositions(const Containers::ArrayView<const Vector3> positions) {
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CORRADE_ASSERT(_lightCount == positions.size(),
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"Shaders::Phong::setLightPositions(): expected" << _lightCount << "items but got" << positions.size(), *this);
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if(_lightCount) setUniform(_lightPositionsUniform, positions);
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return *this;
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}
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Phong& Phong::setLightPosition(UnsignedInt id, const Vector3& position) {
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CORRADE_ASSERT(id < _lightCount,
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"Shaders::Phong::setLightPosition(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
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setUniform(_lightPositionsUniform + id, position);
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return *this;
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}
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/* It's light, but can't be in the header because MSVC needs to know the size
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of Vector3 for the initializer list use */
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Phong& Phong::setLightPositions(std::initializer_list<Vector3> lights) {
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return setLightPositions({lights.begin(), lights.size()});
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}
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Phong& Phong::setLightColors(const Containers::ArrayView<const Magnum::Color4> colors) {
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CORRADE_ASSERT(_lightCount == colors.size(),
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"Shaders::Phong::setLightColors(): expected" << _lightCount << "items but got" << colors.size(), *this);
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if(_lightCount) setUniform(_lightColorsUniform, colors);
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return *this;
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}
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/* It's light, but can't be in the header because MSVC needs to know the size
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of Color for the initializer list use */
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Phong& Phong::setLightColors(std::initializer_list<Magnum::Color4> colors) {
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return setLightColors({colors.begin(), colors.size()});
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}
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Phong& Phong::setLightColor(UnsignedInt id, const Magnum::Color4& color) {
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CORRADE_ASSERT(id < _lightCount,
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|
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"Shaders::Phong::setLightColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
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setUniform(_lightColorsUniform + id, color);
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return *this;
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}
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Debug& operator<<(Debug& debug, const Phong::Flag value) {
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debug << "Shaders::Phong::Flag" << Debug::nospace;
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switch(value) {
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/* LCOV_EXCL_START */
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#define _c(v) case Phong::Flag::v: return debug << "::" #v;
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_c(AmbientTexture)
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_c(DiffuseTexture)
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_c(SpecularTexture)
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_c(NormalTexture)
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_c(AlphaMask)
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_c(VertexColor)
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|
#ifndef MAGNUM_TARGET_GLES2
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|
_c(ObjectId)
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#endif
|
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#undef _c
|
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|
|
|
/* LCOV_EXCL_STOP */
|
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|
|
|
}
|
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|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
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|
}
|
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|
Debug& operator<<(Debug& debug, const Phong::Flags value) {
|
|
|
|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::Phong::Flags{}", {
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|
Phong::Flag::AmbientTexture,
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|
Phong::Flag::DiffuseTexture,
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|
Phong::Flag::SpecularTexture,
|
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|
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|
Phong::Flag::NormalTexture,
|
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|
Phong::Flag::AlphaMask,
|
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|
|
Phong::Flag::VertexColor,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
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|
|
|
Phong::Flag::ObjectId
|
|
|
|
|
#endif
|
|
|
|
|
});
|
|
|
|
|
}
|
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|
|
}}
|