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#ifndef Magnum_Shaders_Phong_h
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#define Magnum_Shaders_Phong_h
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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
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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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/** @file
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* @brief Class @ref Magnum::Shaders::Phong
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*/
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#include "Magnum/GL/AbstractShaderProgram.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/Generic.h"
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#include "Magnum/Shaders/visibility.h"
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namespace Magnum { namespace Shaders {
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/**
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@brief Phong shader
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Uses ambient, diffuse and specular color or texture. For colored mesh you need
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to provide the @ref Position and @ref Normal attributes in your triangle mesh.
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By default, the shader renders the mesh with a white color in an identity
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transformation. Use @ref setTransformationMatrix(), @ref setNormalMatrix(),
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@ref setProjectionMatrix(), @ref setLightPosition() and others to configure
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the shader.
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If you want to use textures, you need to provide also @ref TextureCoordinates
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attribute. Pass appropriate @ref Flags to constructor and then at render time
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don't forget to also call appropriate subset of @ref bindAmbientTexture(),
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@ref bindDiffuseTexture() and @ref bindSpecularTexture() (or the combined
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@ref bindTextures()). The texture is multipled by the color, which is by
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default set to fully opaque white for enabled textures.
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@image html shaders-phong.png width=256px
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@section Shaders-Phong-usage Example usage
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@subsection Shaders-Phong-usage-colored Colored mesh
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Common mesh setup:
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@snippet MagnumShaders.cpp Phong-usage-colored1
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Common rendering setup:
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@snippet MagnumShaders.cpp Phong-usage-colored2
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@subsection Shaders-Phong-usage-texture Diffuse and specular texture
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Common mesh setup:
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@snippet MagnumShaders.cpp Phong-usage-texture1
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Common rendering setup:
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@snippet MagnumShaders.cpp Phong-usage-texture2
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@subsection Shaders-Phong-usage-alpha Alpha blending and masking
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Enable @ref Flag::AlphaMask and tune @ref setAlphaMask() for simple
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binary alpha-masked drawing that doesn't require depth sorting or blending
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enabled. Note that this feature is implemented using the GLSL @glsl discard @ce
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operation which is known to have considerable performance impact on some
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platforms. With proper depth sorting and blending you'll usually get much
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better performance and output quality.
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For general alpha-masked drawing you need to provide ambient texture with alpha
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channel and set alpha channel of diffuse/specular color to @cpp 0.0f @ce so
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only ambient alpha will be taken into account. If you have diffuse texture
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combined with the alpha mask, you can use that texture for both ambient and
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diffuse part and then separate the alpha like this:
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@snippet MagnumShaders.cpp Phong-usage-alpha
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@see @ref shaders
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*/
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class MAGNUM_SHADERS_EXPORT Phong: public GL::AbstractShaderProgram {
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public:
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/**
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* @brief Vertex position
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector3 "Vector3".
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*/
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typedef Generic3D::Position Position;
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/**
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* @brief Normal direction
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector3 "Vector3".
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*/
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typedef Generic3D::Normal Normal;
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/**
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* @brief 2D texture coordinates
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector2 "Vector2", used only if at least one of
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture and
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* @ref Flag::SpecularTexture is set.
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*/
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typedef Generic3D::TextureCoordinates TextureCoordinates;
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/**
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* @brief Flag
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*
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* @see @ref Flags, @ref flags()
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*/
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enum class Flag: UnsignedByte {
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/**
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* Multiply ambient color with a texture.
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* @see @ref setAmbientColor(), @ref setAmbientTexture()
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*/
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AmbientTexture = 1 << 0,
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/**
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* Multiply diffuse color with a texture.
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* @see @ref setDiffuseColor(), @ref setDiffuseTexture()
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*/
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DiffuseTexture = 1 << 1,
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/**
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* Multiply specular color with a texture.
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* @see @ref setSpecularColor(), @ref setSpecularTexture()
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*/
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SpecularTexture = 1 << 2,
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/**
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* Enable alpha masking. If the combined fragment color has an
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* alpha less than the value specified with @ref setAlphaMask(),
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* given fragment is discarded.
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*
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* This uses the @glsl discard @ce operation which is known to have
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* considerable performance impact on some platforms. While useful
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* for cheap alpha masking that doesn't require depth sorting,
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* with proper depth sorting and blending you'll usually get much
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* better performance and output quality.
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*/
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AlphaMask = 1 << 3
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};
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/**
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* @brief Flags
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*
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* @see @ref flags()
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*/
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typedef Containers::EnumSet<Flag> Flags;
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/**
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* @brief Constructor
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* @param flags Flags
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* @param lightCount Count of light sources
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*/
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explicit Phong(Flags flags = {}, UnsignedInt lightCount = 1);
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/**
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* @brief Construct without creating the underlying OpenGL object
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*
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* The constructed instance is equivalent to moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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*
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* This function can be safely used for constructing (and later
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* destructing) objects even without any OpenGL context being active.
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*/
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explicit Phong(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
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/** @brief Copying is not allowed */
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Phong(const Phong&) = delete;
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/** @brief Move constructor */
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Phong(Phong&&) noexcept = default;
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/** @brief Copying is not allowed */
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Phong& operator=(const Phong&) = delete;
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/** @brief Move assignment */
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Phong& operator=(Phong&&) noexcept = default;
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/** @brief Flags */
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Flags flags() const { return _flags; }
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/** @brief Light count */
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UnsignedInt lightCount() const { return _lightCount; }
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/**
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* @brief Set ambient color
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* @return Reference to self (for method chaining)
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*
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* If @ref Flag::AmbientTexture is set, default value is
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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with
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* ambient texture, otherwise default value is @cpp 0x00000000_rgbaf @ce.
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* @see @ref bindAmbientTexture()
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*/
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Phong& setAmbientColor(const Color4& 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 Bind an ambient texture
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* @return Reference to self (for method chaining)
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*
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* Expects that the shader was created with @ref Flag::AmbientTexture
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* enabled.
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* @see @ref bindTextures(), @ref setAmbientColor()
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*/
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Phong& bindAmbientTexture(GL::Texture2D& texture);
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#ifdef MAGNUM_BUILD_DEPRECATED
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/** @brief @copybrief bindAmbientTexture()
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* @deprecated Use @ref bindAmbientTexture() instead.
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*/
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CORRADE_DEPRECATED("use bindAmbientTexture() instead") Phong& setAmbientTexture(GL::Texture2D& texture) {
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return bindAmbientTexture(texture);
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}
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#endif
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/**
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* @brief Set diffuse color
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 0xffffffff_rgbaf @ce.
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* @see @ref bindDiffuseTexture()
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*/
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Phong& setDiffuseColor(const Color4& 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 Bind a diffuse texture
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* @return Reference to self (for method chaining)
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*
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* Expects that the shader was created with @ref Flag::DiffuseTexture
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* enabled.
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* @see @ref bindTextures(), @ref setDiffuseColor()
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*/
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Phong& bindDiffuseTexture(GL::Texture2D& texture);
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#ifdef MAGNUM_BUILD_DEPRECATED
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/** @brief @copybrief bindDiffuseTexture()
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* @deprecated Use @ref bindDiffuseTexture() instead.
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*/
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CORRADE_DEPRECATED("use bindDiffuseTexture() instead") Phong& setDiffuseTexture(GL::Texture2D& texture) {
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return bindDiffuseTexture(texture);
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}
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#endif
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/**
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* @brief Set specular color
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* @return Reference to self (for method chaining)
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*
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* Initial value is @cpp 0xffffffff_rgbaf @ce. Color will be multiplied
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* with specular texture if @ref Flag::SpecularTexture is set. If you
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* want to have a fully diffuse material, set specular color to
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* @cpp 0x000000ff_rgbaf @ce.
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* @see @ref bindSpecularTexture()
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*/
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Phong& setSpecularColor(const Color4& 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 Bind a specular texture
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* @return Reference to self (for method chaining)
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*
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* Expects that the shader was created with @ref Flag::SpecularTexture
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* enabled.
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* @see @ref bindTextures(), @ref setSpecularColor()
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*/
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Phong& bindSpecularTexture(GL::Texture2D& texture);
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#ifdef MAGNUM_BUILD_DEPRECATED
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/** @brief @copybrief bindSpecularTexture()
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* @deprecated Use @ref bindSpecularTexture() instead.
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*/
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CORRADE_DEPRECATED("use bindSpecularTexture() instead") Phong& setSpecularTexture(GL::Texture2D& texture) {
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return bindSpecularTexture(texture);
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}
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#endif
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/**
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* @brief Bind textures
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* @return Reference to self (for method chaining)
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*
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* A particular texture has effect only if particular texture flag from
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* @ref Phong::Flag "Flag" is set, you can use @cpp nullptr @ce for the
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* rest. Expects that the shader was created with at least one of
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture or
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* @ref Flag::SpecularTexture enabled. More efficient than setting each
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* texture separately.
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* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(),
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* @ref bindSpecularTexture()
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*/
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Phong& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular);
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#ifdef MAGNUM_BUILD_DEPRECATED
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/** @brief @copybrief bindTextures()
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* @deprecated Use @ref bindTextures() instead.
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*/
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CORRADE_DEPRECATED("use bindTextures() instead") Phong& setTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular) {
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return bindTextures(ambient, diffuse, specular);
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}
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#endif
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/**
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* @brief Set shininess
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* @return Reference 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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* Initial value is @cpp 80.0f @ce.
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*/
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Phong& setShininess(Float 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 alpha mask value
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* @return Reference to self (for method chaining)
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*
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* Expects that the shader was created with @ref Flag::AlphaMask
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* enabled. Fragments with alpha values smaller than the mask value
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* will be discarded. Initial value is @cpp 0.5f @ce. See the flag
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* documentation for further information.
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*/
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Phong& setAlphaMask(Float mask);
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/**
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* @brief Set transformation matrix
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* @return Reference to self (for method chaining)
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*
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* You need to set also @ref setNormalMatrix() with a corresponding
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* value. Initial value is an identity matrix.
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*/
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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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/**
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* @brief Set normal matrix
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* @return Reference to self (for method chaining)
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*
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* The matrix doesn't need to be normalized, as the renormalization
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* must be done in the shader anyway. You need to set also
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* @ref setTransformationMatrix() with a corresponding value. Initial
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* value is an identity matrix.
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*/
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Phong& setNormalMatrix(const Matrix3x3& matrix) {
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setUniform(_normalMatrixUniform, matrix);
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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 Reference to self (for method chaining)
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*
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* Initial value is an identity matrix (i.e., an orthographic
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* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$
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* cube).
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*/
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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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/**
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* @brief Set light positions
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* @return Reference to self (for method chaining)
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*
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* Initial values are zero vectors --- that will in most cases cause
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* the object to be rendered black (or in the ambient color), as the
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* lights are is inside of it. Expects that the size of the @p lights
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* array is the same as @ref lightCount().
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* @see @ref setLightPosition(UnsignedInt, const Vector3&),
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* @ref setLightPosition(const Vector3&)
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*/
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Phong& setLightPositions(Containers::ArrayView<const Vector3> lights);
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/** @overload */
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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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/**
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* @brief Set position for given light
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* @return Reference to self (for method chaining)
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*
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* Unlike @ref setLightPosition() updates just a single light position.
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* Expects that @p id is less than @ref lightCount().
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* @see @ref setLightPosition(const Vector3&)
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*/
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Phong& setLightPosition(UnsignedInt id, const Vector3& position);
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/**
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* @brief Set light position
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* @return Reference to self (for method chaining)
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*
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* Convenience alternative to @ref setLightPositions() when there is
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* just one light.
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* @see @ref setLightPosition(UnsignedInt, const Vector3&)
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*/
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Phong& setLightPosition(const Vector3& position) {
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return setLightPositions({&position, 1});
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}
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/**
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* @brief Set light colors
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* @return Reference to self (for method chaining)
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*
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* Initial values are @cpp 0xffffffff_rgbaf @ce. Expects that the size
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* of the @p colors array is the same as @ref lightCount().
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*/
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Phong& setLightColors(Containers::ArrayView<const Color4> colors);
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|
/** @overload */
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Phong& setLightColors(std::initializer_list<Color4> colors) {
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|
return setLightColors({colors.begin(), colors.size()});
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|
}
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|
|
/**
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|
|
* @brief Set position for given light
|
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|
|
* @return Reference to self (for method chaining)
|
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|
|
|
*
|
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|
|
|
* Unlike @ref setLightColors() updates just a single light color.
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|
|
|
* Expects that @p id is less than @ref lightCount().
|
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|
|
|
* @see @ref setLightColor(const Color4&)
|
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|
|
|
*/
|
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|
|
Phong& setLightColor(UnsignedInt id, const Color4& color);
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|
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|
|
/**
|
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|
|
* @brief Set light color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to @ref setLightColors() when there is just
|
|
|
|
|
* one light.
|
|
|
|
|
* @see @ref setLightColor(UnsignedInt, const Color4&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightColor(const Color4& color) {
|
|
|
|
|
return setLightColors({&color, 1});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
Flags _flags;
|
|
|
|
|
UnsignedInt _lightCount;
|
|
|
|
|
Int _transformationMatrixUniform{0},
|
|
|
|
|
_projectionMatrixUniform{1},
|
|
|
|
|
_normalMatrixUniform{2},
|
|
|
|
|
_ambientColorUniform{4},
|
|
|
|
|
_diffuseColorUniform{5},
|
|
|
|
|
_specularColorUniform{6},
|
|
|
|
|
_shininessUniform{7},
|
|
|
|
|
_alphaMaskUniform{8},
|
|
|
|
|
_lightPositionsUniform{9},
|
|
|
|
|
_lightColorsUniform; /* 9 + lightCount, set in the constructor */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{Phong,Phong::Flag} */
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flag value);
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{Phong,Phong::Flags} */
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flags value);
|
|
|
|
|
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(Phong::Flags)
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|