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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 "AbstractShaderProgram.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Phong shader
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@requires_gl33 The shader is written in GLSL 3.3, although it should be trivial
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to port it to older versions.
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*/
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class PhongShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector4> Vertex; /**< @brief Vertex position */
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typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */
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/** @brief Constructor */
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PhongShader();
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/** @brief %Object ambient color */
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inline void setAmbientColorUniform(const Vector3& color) {
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setUniform(ambientColorUniform, color);
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}
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/** @brief %Object diffuse color */
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inline void setDiffuseColorUniform(const Vector3& color) {
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setUniform(diffuseColorUniform, color);
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}
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/** @brief %Object specular color */
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inline void setSpecularColorUniform(const Vector3& color) {
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setUniform(specularColorUniform, color);
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}
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/** @brief %Object shininess */
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inline void setShininessUniform(GLfloat shininess) {
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setUniform(shininessUniform, shininess);
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}
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/** @brief Transformation matrix */
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inline void setTransformationMatrixUniform(const Matrix4& matrix) {
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setUniform(transformationMatrixUniform, matrix);
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}
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/** @brief Projection matrix */
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inline void setProjectionMatrixUniform(const Matrix4& matrix) {
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setUniform(projectionMatrixUniform, matrix);
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}
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/** @brief %Light position */
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inline void setLightUniform(const Vector3& light) {
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setUniform(lightUniform, light);
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}
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/** @brief %Light ambient color */
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inline void setLightAmbientColorUniform(const Vector3& color) {
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setUniform(lightAmbientColorUniform, color);
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}
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/** @brief %Light diffuse color */
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inline void setLightDiffuseColorUniform(const Vector3& color) {
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setUniform(lightDiffuseColorUniform, color);
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}
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/** @brief %Light specular color */
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inline void setLightSpecularColorUniform(const Vector3& color) {
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setUniform(lightSpecularColorUniform, color);
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}
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private:
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GLint ambientColorUniform,
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diffuseColorUniform,
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specularColorUniform,
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shininessUniform,
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transformationMatrixUniform,
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projectionMatrixUniform,
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lightUniform,
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lightAmbientColorUniform,
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lightDiffuseColorUniform,
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lightSpecularColorUniform;
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};
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}}
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#endif
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