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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, 2019
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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 a colored mesh you
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need to provide the @ref Position and @ref Normal attributes in your triangle
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mesh. 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 the
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@ref TextureCoordinates attribute. Pass appropriate @ref Flag combination to
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the constructor and then at render time don't forget to also call appropriate
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subset of @ref bindAmbientTexture(), @ref bindDiffuseTexture() and
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@ref bindSpecularTexture() (or the combined @ref bindTextures()). The texture
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is multipled by the color, which is by default set to fully opaque white for
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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 an ambient texture with
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alpha channel and set alpha channel of the diffuse/specular color to @cpp 0.0f @ce
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so only ambient alpha will be taken into account. If you have a 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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@subsection Shaders-Phong-usage-object-id Object ID output
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The shader supports writing object ID to the framebuffer for object picking or
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other annotation purposes. Enable it using @ref Flag::ObjectId and set up an
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integer buffer attached to the @ref ObjectIdOutput attachment. The
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functionality is practically the same as in the @ref Flat shader, see its
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@ref Shaders-Flat-usage-object-id documentation for more information and usage
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example.
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@requires_gles30 Object ID output requires integer buffer attachments, which
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are not available in OpenGL ES 2.0 or WebGL 1.0.
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@section Shaders-Phong-zero-lights Zero lights
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Creating this shader with zero lights makes its output equivalent to the
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@ref Flat3D shader --- only @ref setAmbientColor() and @ref bindAmbientTexture()
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(if @ref Flag::AmbientTexture is enabled) are taken into account, which
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correspond to @ref Flat::setColor() and @ref Flat::bindTexture(). This is
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useful to reduce complexity in apps that render models with pre-baked lights.
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In addition, enabling @ref Flag::VertexColor and using a default ambient color with no texturing makes this shader equivalent to @ref VertexColor.
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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 Tangent direction
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*
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* @ref shaders-generic "Generic attribute",
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* @ref Magnum::Vector3 "Vector3", used only if
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* @ref Flag::NormalTexture is set.
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*/
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typedef Generic3D::Tangent Tangent;
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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 Three-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use
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* either this or the @ref Color4 attribute. Used only if
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* @ref Flag::VertexColor is set.
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*/
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typedef Generic3D::Color3 Color3;
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/**
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* @brief Four-component vertex color
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*
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use
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* either this or the @ref Color3 attribute. Used only if
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* @ref Flag::VertexColor is set.
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*/
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typedef Generic3D::Color4 Color4;
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enum: UnsignedInt {
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/**
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* Color shader output. @ref shaders-generic "Generic output",
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* present always. Expects three- or four-component floating-point
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* or normalized buffer attachment.
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*/
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ColorOutput = Generic3D::ColorOutput,
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Object ID shader output. @ref shaders-generic "Generic output",
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* present only if @ref Flag::ObjectId is set. Expects a
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* single-component unsigned integral attachment. Writes the value
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* set in @ref setObjectId() there, see
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* @ref Shaders-Phong-usage-object-id for more information.
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* @requires_gles30 Object ID output requires integer buffer
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* attachments, which are not available in OpenGL ES 2.0 or
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* WebGL 1.0.
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*/
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ObjectIdOutput = Generic3D::ObjectIdOutput
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#endif
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};
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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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* Modify normals according to a texture. Requires the
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* @ref Tangent attribute to be present.
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*/
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NormalTexture = 1 << 4,
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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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* Multiply diffuse color with a vertex color. Requires either
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* the @ref Color3 or @ref Color4 attribute to be present.
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*/
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VertexColor = 1 << 5,
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Enable object ID output. See @ref Shaders-Phong-usage-object-id
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* for more information.
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* @requires_gles30 Object ID output requires integer buffer
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* attachments, which are not available in OpenGL ES 2.0 or
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* WebGL 1.0.
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*/
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ObjectId = 1 << 6
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#endif
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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 a 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 Magnum::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);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set diffuse color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. If @ref lightCount() is
|
|
|
|
|
* zero, this function is a no-op, as diffuse color doesn't contribute
|
|
|
|
|
* to the output in that case.
|
|
|
|
|
* @see @ref bindDiffuseTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setDiffuseColor(const Magnum::Color4& color) {
|
|
|
|
|
if(_lightCount) setUniform(_diffuseColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a diffuse texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::DiffuseTexture
|
|
|
|
|
* enabled. If @ref lightCount() is zero, this function is a no-op, as
|
|
|
|
|
* diffuse color doesn't contribute to the output in that case.
|
|
|
|
|
* @see @ref bindTextures(), @ref setDiffuseColor()
|
|
|
|
|
*/
|
|
|
|
|
Phong& bindDiffuseTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/** @brief @copybrief bindDiffuseTexture()
|
|
|
|
|
* @deprecated Use @ref bindDiffuseTexture() instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use bindDiffuseTexture() instead") Phong& setDiffuseTexture(GL::Texture2D& texture) {
|
|
|
|
|
return bindDiffuseTexture(texture);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a normal texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::NormalTexture
|
|
|
|
|
* enabled and the @ref Tangent attribute was supplied. If
|
|
|
|
|
* @ref lightCount() is zero, this function is a no-op, as normals
|
|
|
|
|
* dosn't contribute to the output in that case.
|
|
|
|
|
* @see @ref bindTextures()
|
|
|
|
|
*/
|
|
|
|
|
Phong& bindNormalTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set specular color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. Color will be multiplied
|
|
|
|
|
* with specular texture if @ref Flag::SpecularTexture is set. If you
|
|
|
|
|
* want to have a fully diffuse material, set specular color to
|
|
|
|
|
* @cpp 0x000000ff_rgbaf @ce. If @ref lightCount() is zero, this
|
|
|
|
|
* function is a no-op, as specular color doesn't contribute to the
|
|
|
|
|
* output in that case.
|
|
|
|
|
* @see @ref bindSpecularTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& setSpecularColor(const Magnum::Color4& color) {
|
|
|
|
|
if(_lightCount) setUniform(_specularColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a specular texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::SpecularTexture
|
|
|
|
|
* enabled. If @ref lightCount() is zero, this function is a no-op, as
|
|
|
|
|
* specular color doesn't contribute to the output in that case.
|
|
|
|
|
* @see @ref bindTextures(), @ref setSpecularColor()
|
|
|
|
|
*/
|
|
|
|
|
Phong& bindSpecularTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/** @brief @copybrief bindSpecularTexture()
|
|
|
|
|
* @deprecated Use @ref bindSpecularTexture() instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use bindSpecularTexture() instead") Phong& setSpecularTexture(GL::Texture2D& texture) {
|
|
|
|
|
return bindSpecularTexture(texture);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind 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 @cpp nullptr @ce for the
|
|
|
|
|
* rest. Expects that the shader was created with at least one of
|
|
|
|
|
* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture,
|
|
|
|
|
* @ref Flag::SpecularTexture or @ref Flag::NormalTexture enabled. More
|
|
|
|
|
* efficient than setting each texture separately.
|
|
|
|
|
* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(),
|
|
|
|
|
* @ref bindSpecularTexture(), @ref bindNormalTexture()
|
|
|
|
|
*/
|
|
|
|
|
Phong& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
= nullptr
|
|
|
|
|
#endif
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/** @brief @copybrief bindTextures()
|
|
|
|
|
* @deprecated Use @ref bindTextures() instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use bindTextures() instead") Phong& setTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular) {
|
|
|
|
|
return bindTextures(ambient, diffuse, specular);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set shininess
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The larger value, the harder surface (smaller specular highlight).
|
|
|
|
|
* Initial value is @cpp 80.0f @ce. If @ref lightCount() is zero, this
|
|
|
|
|
* function is a no-op, as specular color doesn't contribute to the
|
|
|
|
|
* output in that case.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setShininess(Float shininess) {
|
|
|
|
|
if(_lightCount) setUniform(_shininessUniform, shininess);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set alpha mask value
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::AlphaMask
|
|
|
|
|
* enabled. Fragments with alpha values smaller than the mask value
|
|
|
|
|
* will be discarded. Initial value is @cpp 0.5f @ce. See the flag
|
|
|
|
|
* documentation for further information.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setAlphaMask(Float mask);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set object ID
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::ObjectId
|
|
|
|
|
* enabled. Value set here is written to the @ref ObjectIdOutput, see
|
|
|
|
|
* @ref Shaders-Phong-usage-object-id for more information. Default is
|
|
|
|
|
* @cpp 0 @ce.
|
|
|
|
|
* @requires_gles30 Object ID output requires integer buffer
|
|
|
|
|
* attachments, which are not available in OpenGL ES 2.0 or WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setObjectId(UnsignedInt id);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set transformation matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* You need to set also @ref setNormalMatrix() with a corresponding
|
|
|
|
|
* value. Initial value is an identity matrix.
|
|
|
|
|
*/
|
|
|
|
|
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. You need to set also
|
|
|
|
|
* @ref setTransformationMatrix() with a corresponding value. Initial
|
|
|
|
|
* value is an identity matrix. If @ref lightCount() is zero, this
|
|
|
|
|
* function is a no-op, as normals don't contribute to the output in
|
|
|
|
|
* that case.
|
|
|
|
|
*/
|
|
|
|
|
Phong& setNormalMatrix(const Matrix3x3& matrix) {
|
|
|
|
|
if(_lightCount) setUniform(_normalMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set projection matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is an identity matrix (i.e., an orthographic
|
|
|
|
|
* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$
|
|
|
|
|
* cube).
|
|
|
|
|
*/
|
|
|
|
|
Phong& setProjectionMatrix(const Matrix4& matrix) {
|
|
|
|
|
setUniform(_projectionMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light positions
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial values are zero vectors --- that will in most cases cause
|
|
|
|
|
* the object to be rendered black (or in the ambient color), as the
|
|
|
|
|
* lights are is inside of it. Expects that the size of the @p lights
|
|
|
|
|
* array is the same as @ref lightCount().
|
|
|
|
|
* @see @ref setLightPosition(UnsignedInt, const Vector3&),
|
|
|
|
|
* @ref setLightPosition(const Vector3&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightPositions(Containers::ArrayView<const Vector3> lights);
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
Phong& setLightPositions(std::initializer_list<Vector3> lights) {
|
|
|
|
|
return setLightPositions({lights.begin(), lights.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set position for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightPosition() updates just a single light position.
|
|
|
|
|
* Expects that @p id is less than @ref lightCount().
|
|
|
|
|
* @see @ref setLightPosition(const Vector3&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightPosition(UnsignedInt id, const Vector3& position);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light position
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to @ref setLightPositions() when there is
|
|
|
|
|
* just one light.
|
|
|
|
|
* @see @ref setLightPosition(UnsignedInt, const Vector3&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightPosition(const Vector3& position) {
|
|
|
|
|
return setLightPositions({&position, 1});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light colors
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial values are @cpp 0xffffffff_rgbaf @ce. Expects that the size
|
|
|
|
|
* of the @p colors array is the same as @ref lightCount().
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightColors(Containers::ArrayView<const Magnum::Color4> colors);
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
Phong& setLightColors(std::initializer_list<Magnum::Color4> colors) {
|
|
|
|
|
return setLightColors({colors.begin(), colors.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set position for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightColors() updates just a single light color.
|
|
|
|
|
* Expects that @p id is less than @ref lightCount().
|
|
|
|
|
* @see @ref setLightColor(const Magnum::Color4&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightColor(UnsignedInt id, const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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 Magnum::Color4&)
|
|
|
|
|
*/
|
|
|
|
|
Phong& setLightColor(const Magnum::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};
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
Int _objectIdUniform{9};
|
|
|
|
|
#endif
|
|
|
|
|
Int _lightPositionsUniform{10},
|
|
|
|
|
_lightColorsUniform; /* 10 + 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
|