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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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#include "Phong.h"
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/Context.h"
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#include "Magnum/Extensions.h"
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#include "Magnum/Shader.h"
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namespace Magnum { namespace Shaders {
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Phong::Phong(const Flags flags): transformationMatrixUniform(0), projectionMatrixUniform(1), normalMatrixUniform(2), lightUniform(3), diffuseColorUniform(4), ambientColorUniform(5), specularColorUniform(6), lightColorUniform(7), shininessUniform(8), _flags(flags) {
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Utility::Resource rs("MagnumShaders");
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#ifndef MAGNUM_TARGET_GLES
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const Version version = Context::current()->supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210});
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#else
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const Version version = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
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#endif
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Shader vert(version, Shader::Type::Vertex);
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vert.addSource(flags ? "#define TEXTURED\n" : "")
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.addSource(rs.get("compatibility.glsl"))
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.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Phong.vert"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile());
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attachShader(vert);
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Shader frag(version, Shader::Type::Fragment);
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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(rs.get("compatibility.glsl"))
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.addSource(rs.get("Phong.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile());
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attachShader(frag);
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version))
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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bindAttributeLocation(Normal::Location, "normal");
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if(flags) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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}
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isExtensionSupported<Extensions::GL::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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normalMatrixUniform = uniformLocation("normalMatrix");
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lightUniform = uniformLocation("light");
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if(!(flags & Flag::AmbientTexture)) ambientColorUniform = uniformLocation("ambientColor");
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if(!(flags & Flag::DiffuseTexture)) diffuseColorUniform = uniformLocation("diffuseColor");
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if(!(flags & Flag::SpecularTexture)) specularColorUniform = uniformLocation("specularColor");
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lightColorUniform = uniformLocation("lightColor");
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shininessUniform = uniformLocation("shininess");
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}
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#ifndef MAGNUM_TARGET_GLES
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if(flags && !Context::current()->isExtensionSupported<Extensions::GL::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(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer);
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if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureLayer);
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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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setAmbientColor({});
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setSpecularColor(Vector3(1.0f));
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setLightColor(Vector3(1.0f));
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setShininess(80.0f);
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#endif
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}
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}}
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