|
|
|
|
#ifndef Magnum_Shaders_Phong_h
|
|
|
|
|
#define Magnum_Shaders_Phong_h
|
|
|
|
|
/*
|
|
|
|
|
This file is part of Magnum.
|
|
|
|
|
|
|
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017
|
|
|
|
|
Vladimír Vondruš <mosra@centrum.cz>
|
|
|
|
|
|
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
copy of this software and associated documentation files (the "Software"),
|
|
|
|
|
to deal in the Software without restriction, including without limitation
|
|
|
|
|
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
|
|
|
and/or sell copies of the Software, and to permit persons to whom the
|
|
|
|
|
Software is furnished to do so, subject to the following conditions:
|
|
|
|
|
|
|
|
|
|
The above copyright notice and this permission notice shall be included
|
|
|
|
|
in all copies or substantial portions of the Software.
|
|
|
|
|
|
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
|
|
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
|
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
|
|
|
|
DEALINGS IN THE SOFTWARE.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/** @file
|
|
|
|
|
* @brief Class @ref Magnum::Shaders::Phong
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "Magnum/AbstractShaderProgram.h"
|
|
|
|
|
#include "Magnum/Math/Color.h"
|
|
|
|
|
#include "Magnum/Math/Matrix4.h"
|
|
|
|
|
#include "Magnum/Shaders/Generic.h"
|
|
|
|
|
#include "Magnum/Shaders/visibility.h"
|
|
|
|
|
|
|
|
|
|
namespace Magnum { namespace Shaders {
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Phong shader
|
|
|
|
|
|
|
|
|
|
Uses ambient, diffuse and specular color or texture. For colored mesh you need
|
|
|
|
|
to provide @ref Position and @ref Normal attributes in your triangle mesh and
|
|
|
|
|
call at least @ref setTransformationMatrix(), @ref setNormalMatrix(),
|
|
|
|
|
@ref setProjectionMatrix(), @ref setDiffuseColor() and @ref setLightPosition().
|
|
|
|
|
|
|
|
|
|
If you want to use textures, you need to provide also @ref TextureCoordinates
|
|
|
|
|
attribute. Pass appropriate @ref Flags to constructor and then at render time
|
|
|
|
|
don't forget to also call appropriate subset of @ref setAmbientTexture(),
|
|
|
|
|
@ref setDiffuseTexture() and @ref setSpecularTexture(). The texture is
|
|
|
|
|
multipled by the color, which is by default set to fully opaque white for
|
|
|
|
|
enabled textures.
|
|
|
|
|
|
|
|
|
|
@image html shaders-phong.png
|
|
|
|
|
@image latex shaders-phong.png
|
|
|
|
|
|
|
|
|
|
## Example usage
|
|
|
|
|
|
|
|
|
|
### Colored mesh
|
|
|
|
|
|
|
|
|
|
Common mesh setup:
|
|
|
|
|
@code
|
|
|
|
|
struct Vertex {
|
|
|
|
|
Vector3 position;
|
|
|
|
|
Vector3 normal;
|
|
|
|
|
};
|
|
|
|
|
Vertex data[] = { ... };
|
|
|
|
|
|
|
|
|
|
Buffer vertices;
|
|
|
|
|
vertices.setData(data, BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
Mesh mesh;
|
|
|
|
|
mesh.addVertexBuffer(vertices, 0,
|
|
|
|
|
Shaders::Phong::Position{},
|
|
|
|
|
Shaders::Phong::Normal{});
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Common rendering setup:
|
|
|
|
|
@code
|
|
|
|
|
Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f));
|
|
|
|
|
Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f);
|
|
|
|
|
|
|
|
|
|
Shaders::Phong shader;
|
|
|
|
|
shader.setDiffuseColor(Color4::fromHSV(216.0_degf, 0.85f, 1.0f))
|
|
|
|
|
.setShininess(200.0f)
|
|
|
|
|
.setLightPosition({5.0f, 5.0f, 7.0f})
|
|
|
|
|
.setTransformationMatrix(transformationMatrix)
|
|
|
|
|
.setNormalMatrix(transformationMatrix.rotation())
|
|
|
|
|
.setProjectionMatrix(projectionMatrix);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
### Diffuse and specular texture
|
|
|
|
|
|
|
|
|
|
Common mesh setup:
|
|
|
|
|
@code
|
|
|
|
|
struct Vertex {
|
|
|
|
|
Vector3 position;
|
|
|
|
|
Vector3 normal;
|
|
|
|
|
Vector2 textureCoordinates;
|
|
|
|
|
};
|
|
|
|
|
Vertex data[] = { ... };
|
|
|
|
|
|
|
|
|
|
Buffer vertices;
|
|
|
|
|
vertices.setData(data, BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
Mesh mesh;
|
|
|
|
|
mesh.addVertexBuffer(vertices, 0,
|
|
|
|
|
Shaders::Phong::Position{},
|
|
|
|
|
Shaders::Phong::Normal{},
|
|
|
|
|
Shaders::Phong::TextureCoordinates{});
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Common rendering setup:
|
|
|
|
|
@code
|
|
|
|
|
Matrix4 transformationMatrix, projectionMatrix;
|
|
|
|
|
Texture2D diffuseTexture, specularTexture;
|
|
|
|
|
|
|
|
|
|
Shaders::Phong shader{Shaders::Phong::DiffuseTexture|
|
|
|
|
|
Shaders::Phong::SpecularTexture};
|
|
|
|
|
shader.setTextures(nullptr, &diffuseTexture, &specularTexture)
|
|
|
|
|
.setLightPosition({5.0f, 5.0f, 7.0f})
|
|
|
|
|
.setTransformationMatrix(transformationMatrix)
|
|
|
|
|
.setNormalMatrix(transformationMatrix.rotation())
|
|
|
|
|
.setProjectionMatrix(projectionMatrix);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
### Alpha-masked drawing
|
|
|
|
|
|
|
|
|
|
For general alpha-masked drawing you need to provide ambient texture with alpha
|
|
|
|
|
channel and set alpha channel of diffuse/specular color to `0.0f` so only
|
|
|
|
|
ambient alpha will be taken into account. If you have diffuse texture combined
|
|
|
|
|
with the alpha mask, you can use that texture for both ambient and diffuse
|
|
|
|
|
part and then separate the alpha like this:
|
|
|
|
|
@code
|
|
|
|
|
Shaders::Phong shader{Shaders::Phong::AmbientTexture|
|
|
|
|
|
Shaders::Phong::DiffuseTexture};
|
|
|
|
|
shader.setTextures(&diffuseAlphaTexture, &diffuseAlphaTexture, nullptr)
|
|
|
|
|
.setAmbientColor({0.0f, 0.0f, 0.0f, 1.0f})
|
|
|
|
|
.setDiffuseColor(Color4{diffuseRgb, 0.0f})
|
|
|
|
|
.setSpecularColor(Color4{specularRgb, 0.0f});
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@see @ref shaders
|
|
|
|
|
*/
|
|
|
|
|
class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram {
|
|
|
|
|
public:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Vertex position
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Vector3.
|
|
|
|
|
*/
|
|
|
|
|
typedef Generic3D::Position Position;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Normal direction
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Vector3.
|
|
|
|
|
*/
|
|
|
|
|
typedef Generic3D::Normal Normal;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief 2D texture coordinates
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Vector2, used only if
|
|
|
|
|
* at least one of @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture
|
|
|
|
|
* and @ref Flag::SpecularTexture is set.
|
|
|
|
|
*/
|
|
|
|
|
typedef Generic3D::TextureCoordinates TextureCoordinates;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Flag
|
|
|
|
|
*
|
|
|
|
|
* @see @ref Flags, @ref flags()
|
|
|
|
|
*/
|
|
|
|
|
enum class Flag: UnsignedByte {
|
|
|
|
|
AmbientTexture = 1 << 0, /**< The shader uses ambient texture instead of color */
|
|
|
|
|
DiffuseTexture = 1 << 1, /**< The shader uses diffuse texture instead of color */
|
|
|
|
|
SpecularTexture = 1 << 2 /**< The shader uses specular texture instead of color */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Flags
|
|
|
|
|
*
|
|
|
|
|
* @see @ref flags()
|
|
|
|
|
*/
|
|
|
|
|
typedef Containers::EnumSet<Flag> Flags;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
* @param flags Flags
|
|
|
|
|
*/
|
|
|
|
|
explicit Phong(Flags flags = {});
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Construct without creating the underlying OpenGL object
|
|
|
|
|
*
|
|
|
|
|
* The constructed instance is equivalent to moved-from state. Useful
|
|
|
|
|
* in cases where you will overwrite the instance later anyway. Move
|
|
|
|
|
* another object over it to make it useful.
|
|
|
|
|
*
|
|
|
|
|
* This function can be safely used for constructing (and later
|
|
|
|
|
* destructing) objects even without any OpenGL context being active.
|
|
|
|
|
*/
|
|
|
|
|
explicit Phong(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {}
|
|
|
|
|
|
|
|
|
|
/** @brief Flags */
|
|
|
|
|
Flags flags() const { return _flags; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set ambient color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::AmbientTexture is set, default value is
|
|
|
|
|
* `{1.0f, 1.0f, 1.0f, 1.0f}` and the color will be multiplied with
|
|
|
|
|
* ambient texture, otherwise default value is `{0.0f, 0.0f, 0.0f, 1.0f}`.
|
|
|
|
|
* @see @ref setAmbientTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setAmbientColor(const Color4& color) {
|
|
|
|
|
setUniform(_ambientColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set ambient texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Has effect only if @ref Flag::AmbientTexture is set.
|
|
|
|
|
* @see @ref setTextures(), @ref setAmbientColor()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setAmbientTexture(Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set diffuse color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::DiffuseTexture is set, default value is
|
|
|
|
|
* `{1.0f, 1.0f, 1.0f, 1.0f}` and the color will be multiplied with
|
|
|
|
|
* diffuse texture.
|
|
|
|
|
* @see @ref setDiffuseTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setDiffuseColor(const Color4& color) {
|
|
|
|
|
setUniform(_diffuseColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set diffuse texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Has effect only if @ref Flag::DiffuseTexture is set.
|
|
|
|
|
* @see @ref setTextures(), @ref setDiffuseColor()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setDiffuseTexture(Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set specular color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default value is `{1.0f, 1.0f, 1.0f, 1.0f}`. Color will be
|
|
|
|
|
* multiplied with specular texture if @ref Flag::SpecularTexture is
|
|
|
|
|
* set.
|
|
|
|
|
* @see @ref setSpecularTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setSpecularColor(const Color4& color) {
|
|
|
|
|
setUniform(_specularColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set specular texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Has effect only if @ref Flag::SpecularTexture is set.
|
|
|
|
|
* @see @ref setTextures(), @ref setSpecularColor()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setSpecularTexture(Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set textures
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* A particular texture has effect only if particular texture flag from
|
|
|
|
|
* @ref Phong::Flag "Flag" is set, you can use `nullptr` for the rest.
|
|
|
|
|
* More efficient than setting each texture separately.
|
|
|
|
|
* @see @ref setAmbientTexture(), @ref setDiffuseTexture(),
|
|
|
|
|
* @ref setSpecularTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setTextures(Texture2D* ambient, Texture2D* diffuse, Texture2D* specular);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set shininess
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The larger value, the harder surface (smaller specular highlight).
|
|
|
|
|
* If not set, default value is `80.0f`.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setShininess(Float shininess) {
|
|
|
|
|
setUniform(_shininessUniform, shininess);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set transformation matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setTransformationMatrix(const Matrix4& matrix) {
|
|
|
|
|
setUniform(_transformationMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set normal matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The matrix doesn't need to be normalized, as the renormalization
|
|
|
|
|
* must be done in the shader anyway.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setNormalMatrix(const Matrix3x3& matrix) {
|
|
|
|
|
setUniform(_normalMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set projection matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setProjectionMatrix(const Matrix4& matrix) {
|
|
|
|
|
setUniform(_projectionMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light position
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightPosition(const Vector3& light) {
|
|
|
|
|
setUniform(_lightUniform, light);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If not set, default value is `{1.0f, 1.0f, 1.0f, 1.0f}`.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightColor(const Color4& color) {
|
|
|
|
|
setUniform(_lightColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
Flags _flags;
|
|
|
|
|
Int _transformationMatrixUniform{0},
|
|
|
|
|
_projectionMatrixUniform{1},
|
|
|
|
|
_normalMatrixUniform{2},
|
|
|
|
|
_lightUniform{3},
|
|
|
|
|
_ambientColorUniform{4},
|
|
|
|
|
_diffuseColorUniform{5},
|
|
|
|
|
_specularColorUniform{6},
|
|
|
|
|
_lightColorUniform{7},
|
|
|
|
|
_shininessUniform{8};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(Phong::Flags)
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|