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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 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 Magnum::Shaders::Phong
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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 Phong: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector3> Position; /**< @brief Vertex position */
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typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */
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explicit Phong();
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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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Phong* 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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Phong* 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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Phong* 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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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 transformation matrix
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* @return Pointer to self (for method chaining)
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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 Pointer to self (for method chaining)
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*/
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Phong* setNormalMatrix(const Math::Matrix<3, Float>& 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 Pointer to self (for method chaining)
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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 position
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* @return Pointer to self (for method chaining)
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*/
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Phong* 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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Phong* 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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Int 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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