|
|
|
|
#ifndef Magnum_Shaders_PhongGL_h
|
|
|
|
|
#define Magnum_Shaders_PhongGL_h
|
|
|
|
|
/*
|
|
|
|
|
This file is part of Magnum.
|
|
|
|
|
|
|
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
|
|
|
|
|
2020, 2021 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::PhongGL
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "Magnum/GL/AbstractShaderProgram.h"
|
|
|
|
|
#include "Magnum/Shaders/GenericGL.h"
|
|
|
|
|
#include "Magnum/Shaders/visibility.h"
|
|
|
|
|
|
|
|
|
|
namespace Magnum { namespace Shaders {
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Phong OpenGL shader
|
|
|
|
|
@m_since_latest
|
|
|
|
|
|
|
|
|
|
Uses ambient, diffuse and specular color or texture. For a colored mesh you
|
|
|
|
|
need to provide the @ref Position and @ref Normal attributes in your triangle
|
|
|
|
|
mesh. By default, the shader renders the mesh with a white color in an identity
|
|
|
|
|
transformation. Use @ref setTransformationMatrix(), @ref setNormalMatrix(),
|
|
|
|
|
@ref setProjectionMatrix(), @ref setLightPosition() and others to configure
|
|
|
|
|
the shader.
|
|
|
|
|
|
|
|
|
|
@image html shaders-phong.png width=256px
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-colored Colored rendering
|
|
|
|
|
|
|
|
|
|
Common mesh setup:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-colored1
|
|
|
|
|
|
|
|
|
|
Common rendering setup:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-colored2
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-texture Textured rendering
|
|
|
|
|
|
|
|
|
|
If you want to use textures, you need to provide also the
|
|
|
|
|
@ref TextureCoordinates attribute. Pass appropriate @ref Flag combination to
|
|
|
|
|
the constructor and then at render time don't forget to also call appropriate
|
|
|
|
|
subset of @ref bindAmbientTexture(), @ref bindDiffuseTexture() and
|
|
|
|
|
@ref bindSpecularTexture() (or the combined @ref bindTextures()). The texture
|
|
|
|
|
is multiplied by the color, which is by default set to fully opaque white for
|
|
|
|
|
enabled textures. Mesh setup with a diffuse and a specular texture:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-texture1
|
|
|
|
|
|
|
|
|
|
Common rendering setup:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-texture2
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-lights Light specification
|
|
|
|
|
|
|
|
|
|
By default, the shader provides a single directional "fill" light, coming from
|
|
|
|
|
the center of the camera. Using the @p lightCount parameter in constructor, you
|
|
|
|
|
can specify how many lights you want, and then control light parameters using
|
|
|
|
|
@ref setLightPositions(), @ref setLightColors(), @ref setLightSpecularColors()
|
|
|
|
|
and @ref setLightRanges(). Light positions are specified as four-component
|
|
|
|
|
vectors, the last component distinguishing between directional and point
|
|
|
|
|
lights.
|
|
|
|
|
|
|
|
|
|
<ul><li>
|
|
|
|
|
Point lights are specified with camera-relative position and the last component
|
|
|
|
|
set to @cpp 1.0f @ce together with @ref setLightRanges() describing the
|
|
|
|
|
attenuation. The range corresponds to the @ref Trade::LightData::range() and
|
|
|
|
|
the attenuation is calculated as the following --- see
|
|
|
|
|
@ref Trade-LightData-attenuation for more information: @f[
|
|
|
|
|
F_{att} = \frac{\operatorname{clamp}(1 - (\frac{d}{\color{m-info} R})^4, 0, 1)^2}{1 + d^2}
|
|
|
|
|
@f]
|
|
|
|
|
|
|
|
|
|
If you use @ref Constants::inf() as a range (which is also the default), the
|
|
|
|
|
equation reduces down to a simple inverse square: @f[
|
|
|
|
|
F_{att} = \lim_{{\color{m-info} R} \to \infty} \frac{{\color{m-dim} \operatorname{clamp}(} 1 \mathbin{\color{m-dim} -} {\color{m-dim} (\frac{d}{R})^4, 0, 1)^2}}{1 + d^2} = \frac{1}{1 + d^2}
|
|
|
|
|
@f]
|
|
|
|
|
</li><li>
|
|
|
|
|
Directional lights are specified with a camera-relative direction *to* the
|
|
|
|
|
light with the last component set to @cpp 0.0f @ce --- which effectively makes
|
|
|
|
|
@f$ d = 0 @f$ --- and are not affected by values from @ref setLightRanges() in
|
|
|
|
|
any way: @f[
|
|
|
|
|
F_{att} = \lim_{d \to 0} \frac{{\color{m-dim} \operatorname{clamp}(} 1 \mathbin{\color{m-dim} -} {\color{m-dim} (\frac{d}{R})^4, 0, 1)^2}}{1 \mathbin{\color{m-dim} +} {\color{m-dim} d^2}} = 1
|
|
|
|
|
@f]
|
|
|
|
|
</li></ul>
|
|
|
|
|
|
|
|
|
|
Light color and intensity, corresponding to @ref Trade::LightData::color() and
|
|
|
|
|
@ref Trade::LightData::intensity(), is meant to be multiplied together and
|
|
|
|
|
passed to @ref setLightColors() and @ref setLightSpecularColors().
|
|
|
|
|
|
|
|
|
|
The following example shows a three-light setup with one dim directional light
|
|
|
|
|
shining from the top and two stronger but range-limited point lights:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-lights
|
|
|
|
|
|
|
|
|
|
@subsection Shaders-PhongGL-lights-ambient Ambient lights
|
|
|
|
|
|
|
|
|
|
In order to avoid redundant uniform inputs, there's no dedicated way to specify
|
|
|
|
|
ambient lights. Instead, they are handled by the ambient color input, as the
|
|
|
|
|
math for ambient color and lights is equivalent. Add the ambient colors
|
|
|
|
|
together and reuse the diffuse texture in the @ref bindAmbientTexture() slot to
|
|
|
|
|
have it affected by the ambient as well:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-lights-ambient
|
|
|
|
|
|
|
|
|
|
@subsection Shaders-PhongGL-lights-zero Zero lights
|
|
|
|
|
|
|
|
|
|
As a special case, creating this shader with zero lights makes its output
|
|
|
|
|
equivalent to the @ref FlatGL3D shader --- only @ref setAmbientColor() and
|
|
|
|
|
@ref bindAmbientTexture() (if @ref Flag::AmbientTexture is enabled) are taken
|
|
|
|
|
into account, which corresponds to @ref FlatGL::setColor() and
|
|
|
|
|
@ref FlatGL::bindTexture(). This is useful to reduce complexity in apps that
|
|
|
|
|
render models with pre-baked lights. For instanced workflows using zero lights
|
|
|
|
|
means the @ref NormalMatrix instance attribute doesn't need to be supplied
|
|
|
|
|
either. In addition, enabling @ref Flag::VertexColor and using a default
|
|
|
|
|
ambient color with no texturing makes this shader equivalent to
|
|
|
|
|
@ref VertexColorGL.
|
|
|
|
|
|
|
|
|
|
@see @ref Trade::MaterialType::Flat
|
|
|
|
|
|
|
|
|
|
<b></b>
|
|
|
|
|
|
|
|
|
|
@m_class{m-note m-dim}
|
|
|
|
|
|
|
|
|
|
@par
|
|
|
|
|
Attenuation based on constant/linear/quadratic factors (the
|
|
|
|
|
@ref Trade::LightData::attenuation() property) and spot lights
|
|
|
|
|
(@ref Trade::LightData::innerConeAngle(),
|
|
|
|
|
@ref Trade::LightData::outerConeAngle() "outerConeAngle()") are not
|
|
|
|
|
implemented at the moment.
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-alpha Alpha blending and masking
|
|
|
|
|
|
|
|
|
|
Alpha / transparency is supported by the shader implicitly, but to have it
|
|
|
|
|
working on the framebuffer, you need to enable
|
|
|
|
|
@ref GL::Renderer::Feature::Blending and set up the blending function. See
|
|
|
|
|
@ref GL::Renderer::setBlendFunction() for details.
|
|
|
|
|
|
|
|
|
|
To avoid specular highlights on transparent areas, specular alpha should be
|
|
|
|
|
always set to @cpp 0.0f @ce. On the other hand, non-zero specular alpha can be
|
|
|
|
|
for example used to render transparent materials which are still expected to
|
|
|
|
|
have specular highlights such as glass or soap bubbles.
|
|
|
|
|
|
|
|
|
|
An alternative is to enable @ref Flag::AlphaMask and tune @ref setAlphaMask()
|
|
|
|
|
for simple binary alpha-masked drawing that doesn't require depth sorting or
|
|
|
|
|
blending enabled. Note that this feature is implemented using the GLSL
|
|
|
|
|
@glsl discard @ce operation which is known to have considerable performance
|
|
|
|
|
impact on some platforms. With proper depth sorting and blending you'll usually
|
|
|
|
|
get much better performance and output quality.
|
|
|
|
|
|
|
|
|
|
For general alpha-masked drawing you need to provide an ambient texture with
|
|
|
|
|
alpha channel and set alpha channel of the diffuse/specular color to @cpp 0.0f @ce
|
|
|
|
|
so only ambient alpha will be taken into account. If you have a 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:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-alpha
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-normal-mapping Normal mapping
|
|
|
|
|
|
|
|
|
|
If you want to use normal textures, enable @ref Flag::NormalTexture and call
|
|
|
|
|
@ref bindNormalTexture(). In addition you need to supply per-vertex tangent and
|
|
|
|
|
bitangent direction:
|
|
|
|
|
|
|
|
|
|
- either using a four-component @ref Tangent4 attribute, where the sign of
|
|
|
|
|
the fourth component defines handedness of tangent basis, as described in
|
|
|
|
|
@ref Trade::MeshAttribute::Tangent;
|
|
|
|
|
- or a using pair of three-component @ref Tangent and @ref Bitangent
|
|
|
|
|
attributes together with enabling @ref Flag::Bitangent
|
|
|
|
|
|
|
|
|
|
If you supply just a three-component @ref Tangent attribute and no bitangents,
|
|
|
|
|
the shader will implicitly assume the fourth component to be @cpp 1.0f @ce,
|
|
|
|
|
forming a right-handed tangent space. This is a valid optimization when you
|
|
|
|
|
have full control over the bitangent orientation, but won't work with general
|
|
|
|
|
meshes.
|
|
|
|
|
|
|
|
|
|
@m_class{m-note m-success}
|
|
|
|
|
|
|
|
|
|
@par
|
|
|
|
|
You can also use the @ref MeshVisualizerGL3D shader to visualize and debug
|
|
|
|
|
per-vertex normal, tangent and binormal direction, among other things.
|
|
|
|
|
|
|
|
|
|
The strength of the effect can be controlled by
|
|
|
|
|
@ref setNormalTextureScale(). See
|
|
|
|
|
@ref Trade::MaterialAttribute::NormalTextureScale for a description of the
|
|
|
|
|
factor is used.
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-object-id Object ID output
|
|
|
|
|
|
|
|
|
|
The shader supports writing object ID to the framebuffer for object picking or
|
|
|
|
|
other annotation purposes. Enable it using @ref Flag::ObjectId and set up an
|
|
|
|
|
integer buffer attached to the @ref ObjectIdOutput attachment. If you have a
|
|
|
|
|
batch of meshes with different object IDs, enable @ref Flag::InstancedObjectId
|
|
|
|
|
and supply per-vertex IDs to the @ref ObjectId attribute. The output will
|
|
|
|
|
contain a sum of the per-vertex ID and ID coming from @ref setObjectId().
|
|
|
|
|
|
|
|
|
|
The functionality is practically the same as in the @ref FlatGL shader, see
|
|
|
|
|
@ref Shaders-FlatGL-object-id "its documentation" for more information and usage
|
|
|
|
|
example.
|
|
|
|
|
|
|
|
|
|
@requires_gles30 Object ID output requires integer buffer attachments, which
|
|
|
|
|
are not available in OpenGL ES 2.0 or WebGL 1.0.
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-instancing Instanced rendering
|
|
|
|
|
|
|
|
|
|
Enabling @ref Flag::InstancedTransformation will turn the shader into an
|
|
|
|
|
instanced one. It'll take per-instance transformation and normal matrix from
|
|
|
|
|
the @ref TransformationMatrix and @ref NormalMatrix attributes, applying those
|
|
|
|
|
before the matrix set by @ref setTransformationMatrix() and
|
|
|
|
|
@ref setNormalMatrix(). Besides that, @ref Flag::VertexColor (and the
|
|
|
|
|
@ref Color3 / @ref Color4) attributes can work as both per-vertex and
|
|
|
|
|
per-instance, and for texturing it's possible to have per-instance texture
|
|
|
|
|
offset taken from @ref TextureOffset when @ref Flag::InstancedTextureOffset is
|
|
|
|
|
enabled (similarly to transformation, applied before @ref setTextureMatrix()).
|
|
|
|
|
The snippet below shows adding a buffer with per-instance transformation to a
|
|
|
|
|
mesh --- note how a normal matrix attribute has to be populated and supplied as
|
|
|
|
|
well to ensure lighting works:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-usage-instancing
|
|
|
|
|
|
|
|
|
|
@requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
@requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
@gl_extension{EXT,instanced_arrays} or @gl_extension{NV,instanced_arrays}
|
|
|
|
|
in OpenGL ES 2.0.
|
|
|
|
|
@requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} in WebGL
|
|
|
|
|
1.0.
|
|
|
|
|
|
|
|
|
|
@section Shaders-PhongGL-ubo Uniform buffers
|
|
|
|
|
|
|
|
|
|
See @ref shaders-usage-ubo for a high-level overview that applies to all
|
|
|
|
|
shaders. In this particular case, the shader needs a separate
|
|
|
|
|
@ref ProjectionUniform3D and @ref TransformationUniform3D buffer, lights are
|
|
|
|
|
supplied via a @ref PhongLightUniform. To maximize use of the limited uniform
|
|
|
|
|
buffer memory, materials are supplied separately in a @ref PhongMaterialUniform
|
|
|
|
|
buffer and then referenced via @relativeref{PhongDrawUniform,materialId} from a
|
|
|
|
|
@ref PhongDrawUniform; for optional texture transformation a per-draw
|
|
|
|
|
@ref TextureTransformationUniform can be supplied as well. A uniform buffer
|
|
|
|
|
setup equivalent to the @ref Shaders-PhongGL-colored "colored case at the top",
|
|
|
|
|
with one default light, would look like this:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumShaders-gl.cpp PhongGL-ubo
|
|
|
|
|
|
|
|
|
|
For a multidraw workflow enable @ref Flag::MultiDraw (and possibly
|
|
|
|
|
@ref Flag::TextureArrays) and supply desired light, material and draw count in
|
|
|
|
|
the @ref PhongGL(Flags, UnsignedInt, UnsignedInt, UnsignedInt) constructor. For
|
|
|
|
|
every draw then specify material references and texture offsets/layers. With
|
|
|
|
|
@ref Flag::LightCulling it's also possible to perform per-draw light culling by
|
|
|
|
|
supplying a subrange into the @ref PhongLightUniform array using
|
|
|
|
|
@ref PhongDrawUniform::lightOffset and @relativeref{PhongDrawUniform,lightCount}.
|
|
|
|
|
Besides that, the usage is similar for all shaders, see
|
|
|
|
|
@ref shaders-usage-multidraw for an example.
|
|
|
|
|
|
|
|
|
|
@requires_gl30 Extension @gl_extension{EXT,texture_array} for texture arrays.
|
|
|
|
|
@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} for uniform
|
|
|
|
|
buffers.
|
|
|
|
|
@requires_gl46 Extension @gl_extension{ARB,shader_draw_parameters} for
|
|
|
|
|
multidraw.
|
|
|
|
|
@requires_gles30 Neither texture arrays nor uniform buffers are available in
|
|
|
|
|
OpenGL ES 2.0.
|
|
|
|
|
@requires_webgl20 Neither texture arrays nor uniform buffers are available in
|
|
|
|
|
WebGL 1.0.
|
|
|
|
|
@requires_es_extension Extension @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt)
|
|
|
|
|
(unlisted) for multidraw.
|
|
|
|
|
@requires_webgl_extension Extension @webgl_extension{ANGLE,multi_draw} for
|
|
|
|
|
multidraw.
|
|
|
|
|
|
|
|
|
|
@see @ref shaders
|
|
|
|
|
*/
|
|
|
|
|
class MAGNUM_SHADERS_EXPORT PhongGL: public GL::AbstractShaderProgram {
|
|
|
|
|
public:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Vertex position
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector3 "Vector3".
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Position Position;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Normal direction
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector3 "Vector3".
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Normal Normal;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Tangent direction
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4
|
|
|
|
|
* attribute. If only a three-component attribute is used and
|
|
|
|
|
* @ref Flag::Bitangent is not enabled, it's the same as if
|
|
|
|
|
* @ref Tangent4 was specified with the fourth component always being
|
|
|
|
|
* @cpp 1.0f @ce. Used only if @ref Flag::NormalTexture is set.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Tangent Tangent;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Tangent direction with a bitangent sign
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector4 "Vector4". Use either this or the @ref Tangent
|
|
|
|
|
* attribute. If @ref Flag::Bitangent is set, the fourth component is
|
|
|
|
|
* ignored and bitangents are taken from the @ref Bitangent attribute
|
|
|
|
|
* instead. Used only if @ref Flag::NormalTexture is set.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Tangent4 Tangent4;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bitangent direction
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector3 "Vector3". Use either this or the @ref Tangent4
|
|
|
|
|
* attribute. Used only if both @ref Flag::NormalTexture and
|
|
|
|
|
* @ref Flag::Bitangent are set.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Bitangent Bitangent;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief 2D texture coordinates
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute",
|
|
|
|
|
* @ref Magnum::Vector2 "Vector2", used only if at least one of
|
|
|
|
|
* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture and
|
|
|
|
|
* @ref Flag::SpecularTexture is set.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::TextureCoordinates TextureCoordinates;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Three-component vertex color
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use
|
|
|
|
|
* either this or the @ref Color4 attribute. Used only if
|
|
|
|
|
* @ref Flag::VertexColor is set.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Color3 Color3;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Four-component vertex color
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use
|
|
|
|
|
* either this or the @ref Color3 attribute. Used only if
|
|
|
|
|
* @ref Flag::VertexColor is set.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::Color4 Color4;
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief (Instanced) object ID
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::UnsignedInt.
|
|
|
|
|
* Used only if @ref Flag::InstancedObjectId is set.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gles30 Object ID output requires integer support in
|
|
|
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::ObjectId ObjectId;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief (Instanced) transformation matrix
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Matrix4.
|
|
|
|
|
* Used only if @ref Flag::InstancedTransformation is set.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::TransformationMatrix TransformationMatrix;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief (Instanced) normal matrix
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Matrix3x3.
|
|
|
|
|
* Used only if @ref Flag::InstancedTransformation is set.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef GenericGL3D::NormalMatrix NormalMatrix;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief (Instanced) texture offset
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Vector2. Used
|
|
|
|
|
* only if @ref Flag::InstancedTextureOffset is set.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef typename GenericGL3D::TextureOffset TextureOffset;
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief (Instanced) texture offset and layer
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* @ref shaders-generic "Generic attribute", @ref Magnum::Vector3, with
|
|
|
|
|
* the last component interpreted as an integer. Use either this or the
|
|
|
|
|
* @ref TextureOffset attribute. First two components used only if
|
|
|
|
|
* @ref Flag::InstancedTextureOffset is set, third component only if
|
|
|
|
|
* @ref Flag::TextureArrays is set.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{EXT,texture_array} and
|
|
|
|
|
* @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef typename GenericGL3D::TextureOffsetLayer TextureOffsetLayer;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
enum: UnsignedInt {
|
|
|
|
|
/**
|
|
|
|
|
* Color shader output. @ref shaders-generic "Generic output",
|
|
|
|
|
* present always. Expects three- or four-component floating-point
|
|
|
|
|
* or normalized buffer attachment.
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*/
|
|
|
|
|
ColorOutput = GenericGL3D::ColorOutput,
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* Object ID shader output. @ref shaders-generic "Generic output",
|
|
|
|
|
* present only if @ref Flag::ObjectId is set. Expects a
|
|
|
|
|
* single-component unsigned integral attachment. Writes the value
|
|
|
|
|
* set in @ref setObjectId() there, see
|
|
|
|
|
* @ref Shaders-PhongGL-object-id for more information.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_integer}
|
|
|
|
|
* @requires_gles30 Object ID output requires integer support in
|
|
|
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*/
|
|
|
|
|
ObjectIdOutput = GenericGL3D::ObjectIdOutput
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Flag
|
|
|
|
|
*
|
|
|
|
|
* @see @ref Flags, @ref flags()
|
|
|
|
|
*/
|
|
|
|
|
enum class Flag: UnsignedInt {
|
|
|
|
|
/**
|
|
|
|
|
* Multiply ambient color with a texture.
|
|
|
|
|
* @see @ref setAmbientColor(), @ref bindAmbientTexture()
|
|
|
|
|
*/
|
|
|
|
|
AmbientTexture = 1 << 0,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Multiply diffuse color with a texture.
|
|
|
|
|
* @see @ref setDiffuseColor(), @ref bindDiffuseTexture()
|
|
|
|
|
*/
|
|
|
|
|
DiffuseTexture = 1 << 1,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Multiply specular color with a texture.
|
|
|
|
|
* @see @ref setSpecularColor(), @ref bindSpecularTexture()
|
|
|
|
|
*/
|
|
|
|
|
SpecularTexture = 1 << 2,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Modify normals according to a texture. Requires the
|
|
|
|
|
* @ref Tangent attribute to be present.
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*/
|
|
|
|
|
NormalTexture = 1 << 4,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Enable alpha masking. If the combined fragment color has an
|
|
|
|
|
* alpha less than the value specified with @ref setAlphaMask(),
|
|
|
|
|
* given fragment is discarded.
|
|
|
|
|
*
|
|
|
|
|
* This uses the @glsl discard @ce operation which is known to have
|
|
|
|
|
* considerable performance impact on some platforms. While useful
|
|
|
|
|
* for cheap alpha masking that doesn't require depth sorting,
|
|
|
|
|
* with proper depth sorting and blending you'll usually get much
|
|
|
|
|
* better performance and output quality.
|
|
|
|
|
*/
|
|
|
|
|
AlphaMask = 1 << 3,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Multiply the diffuse and ambient color with a vertex color.
|
|
|
|
|
* Requires either the @ref Color3 or @ref Color4 attribute to be
|
|
|
|
|
* present.
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*/
|
|
|
|
|
VertexColor = 1 << 5,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Use the separate @ref Bitangent attribute for retrieving vertex
|
|
|
|
|
* bitangents. If this flag is not present, the last component of
|
|
|
|
|
* @ref Tangent4 is used to calculate bitangent direction. See
|
|
|
|
|
* @ref Shaders-PhongGL-normal-mapping for more information.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
Bitangent = 1 << 11,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Enable texture coordinate transformation. If this flag is set,
|
|
|
|
|
* the shader expects that at least one of
|
|
|
|
|
* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture,
|
|
|
|
|
* @ref Flag::SpecularTexture or @ref Flag::NormalTexture is
|
|
|
|
|
* enabled as well.
|
|
|
|
|
* @see @ref setTextureMatrix()
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
TextureTransformation = 1 << 6,
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* Enable object ID output. See @ref Shaders-PhongGL-object-id
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gles30 Object ID output requires integer support in
|
|
|
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*/
|
|
|
|
|
ObjectId = 1 << 7,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Instanced object ID. Retrieves a per-instance / per-vertex
|
|
|
|
|
* object ID from the @ref ObjectId attribute, outputting a sum of
|
|
|
|
|
* the per-vertex ID and ID coming from @ref setObjectId() or
|
|
|
|
|
* @ref PhongDrawUniform::objectId. Implicitly enables
|
|
|
|
|
* @ref Flag::ObjectId. See @ref Shaders-PhongGL-object-id for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gles30 Object ID output requires integer support in
|
|
|
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
InstancedObjectId = (1 << 8)|ObjectId,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Instanced transformation. Retrieves a per-instance
|
|
|
|
|
* transformation and normal matrix from the
|
|
|
|
|
* @ref TransformationMatrix / @ref NormalMatrix attributes and
|
|
|
|
|
* uses them together with matrices coming from
|
|
|
|
|
* @ref setTransformationMatrix() and @ref setNormalMatrix() or
|
|
|
|
|
* @ref TransformationUniform3D::transformationMatrix and
|
|
|
|
|
* @ref PhongDrawUniform::normalMatrix (first the per-instance,
|
|
|
|
|
* then the uniform matrix). See @ref Shaders-PhongGL-instancing
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
InstancedTransformation = 1 << 9,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Instanced texture offset. Retrieves a per-instance offset vector
|
|
|
|
|
* from the @ref TextureOffset attribute and uses it together with
|
|
|
|
|
* the matrix coming from @ref setTextureMatrix() or
|
|
|
|
|
* @ref TextureTransformationUniform::rotationScaling and
|
|
|
|
|
* @ref TextureTransformationUniform::offset (first the
|
|
|
|
|
* per-instance vector, then the uniform matrix). Instanced texture
|
|
|
|
|
* scaling and rotation is not supported at the moment, you can
|
|
|
|
|
* specify that only via the uniform @ref setTextureMatrix().
|
|
|
|
|
* Implicitly enables @ref Flag::TextureTransformation. See
|
|
|
|
|
* @ref Shaders-PhongGL-instancing for more information.
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::TextureArrays is set as well, a three-component
|
|
|
|
|
* @ref TextureOffsetLayer attribute can be used instead of
|
|
|
|
|
* @ref TextureOffset to specify per-instance texture layer, which
|
|
|
|
|
* gets added to the uniform layer numbers set by
|
|
|
|
|
* @ref setTextureLayer() or
|
|
|
|
|
* @ref TextureTransformationUniform::layer.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
InstancedTextureOffset = (1 << 10)|TextureTransformation,
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* Use uniform buffers. Expects that uniform data are supplied via
|
|
|
|
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer(),
|
|
|
|
|
* @ref bindDrawBuffer(), @ref bindTextureTransformationBuffer(),
|
|
|
|
|
* @ref bindMaterialBuffer() and @ref bindLightBuffer() instead of
|
|
|
|
|
* direct uniform setters.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
UniformBuffers = 1 << 12,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Enable multidraw functionality. Implies @ref Flag::UniformBuffers
|
|
|
|
|
* and adds the value from @ref setDrawOffset() with the
|
|
|
|
|
* @glsl gl_DrawID @ce builtin, which makes draws submitted via
|
|
|
|
|
* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>)
|
|
|
|
|
* pick up per-draw parameters directly, without having to rebind
|
|
|
|
|
* the uniform buffers or specify @ref setDrawOffset() before each
|
|
|
|
|
* draw. In a non-multidraw scenario, @glsl gl_DrawID @ce is
|
|
|
|
|
* @cpp 0 @ce, which means a shader with this flag enabled can be
|
|
|
|
|
* used for regular draws as well.
|
|
|
|
|
* @requires_gl46 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* and @gl_extension{ARB,shader_draw_parameters}
|
|
|
|
|
* @requires_es_extension OpenGL ES 3.0 and extension
|
|
|
|
|
* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt)
|
|
|
|
|
* (unlisted). While the extension alone needs only OpenGL ES
|
|
|
|
|
* 2.0, the shader implementation relies on uniform buffers,
|
|
|
|
|
* which require OpenGL ES 3.0.
|
|
|
|
|
* @requires_webgl_extension WebGL 2.0 and extension
|
|
|
|
|
* @webgl_extension{ANGLE,multi_draw}. While the extension
|
|
|
|
|
* alone needs only WebGL 1.0, the shader implementation
|
|
|
|
|
* relies on uniform buffers, which require WebGL 2.0.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
MultiDraw = UniformBuffers|(1 << 13),
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Use 2D texture arrays. Expects that the texture is supplied via
|
|
|
|
|
* @ref bindAmbientTexture(GL::Texture2DArray&) /
|
|
|
|
|
* @ref bindDiffuseTexture(GL::Texture2DArray&) /
|
|
|
|
|
* @ref bindSpecularTexture(GL::Texture2DArray&) /
|
|
|
|
|
* @ref bindNormalTexture(GL::Texture2DArray&) instead of
|
|
|
|
|
* @ref bindAmbientTexture(GL::Texture2D&) /
|
|
|
|
|
* @ref bindDiffuseTexture(GL::Texture2D&) /
|
|
|
|
|
* @ref bindSpecularTexture(GL::Texture2D&) /
|
|
|
|
|
* @ref bindNormalTexture(GL::Texture2D&) and the layer shared by
|
|
|
|
|
* all textures is set via @ref setTextureLayer() or
|
|
|
|
|
* @ref TextureTransformationUniform::layer. If
|
|
|
|
|
* @ref Flag::InstancedTextureOffset is set as well and a
|
|
|
|
|
* three-component @ref TextureOffsetLayer attribute is used
|
|
|
|
|
* instead of @ref TextureOffset, the per-instance and uniform
|
|
|
|
|
* layer numbers are added together.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
TextureArrays = 1 << 14,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Enable light culling in uniform buffer workflows using the
|
|
|
|
|
* @ref PhongDrawUniform::lightOffset and
|
|
|
|
|
* @ref PhongDrawUniform::lightCount fields. If not enabled, all
|
|
|
|
|
* @ref lightCount() lights are used for every draw. Expects that
|
|
|
|
|
* @ref Flag::UniformBuffers is enabled as well.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL
|
|
|
|
|
* 1.0.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
LightCulling = 1 << 15,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Disable specular contribution in light calculation. Can result
|
|
|
|
|
* in a significant performance improvement compared to calling
|
|
|
|
|
* @ref setSpecularColor() with @cpp 0x00000000_rgbaf @ce when
|
|
|
|
|
* specular highlights are not desired.
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
NoSpecular = 1 << 16
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Flags
|
|
|
|
|
*
|
|
|
|
|
* @see @ref flags()
|
|
|
|
|
*/
|
|
|
|
|
typedef Containers::EnumSet<Flag> Flags;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
* @param flags Flags
|
|
|
|
|
* @param lightCount Count of light sources
|
|
|
|
|
*
|
|
|
|
|
* While this function is meant mainly for the classic uniform
|
|
|
|
|
* scenario (without @ref Flag::UniformBuffers set), it's equivalent to
|
|
|
|
|
* @ref PhongGL(Flags, UnsignedInt, UnsignedInt, UnsignedInt) with
|
|
|
|
|
* @p materialCount and @p drawCount set to @cpp 1 @ce.
|
|
|
|
|
*/
|
|
|
|
|
explicit PhongGL(Flags flags = {}, UnsignedInt lightCount = 1);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Construct for a multi-draw scenario
|
|
|
|
|
* @param flags Flags
|
|
|
|
|
* @param lightCount Size of a @ref PhongLightUniform buffer bound
|
|
|
|
|
* with @ref bindLightBuffer()
|
|
|
|
|
* @param materialCount Size of a @ref PhongMaterialUniform buffer
|
|
|
|
|
* bound with @ref bindMaterialBuffer()
|
|
|
|
|
* @param drawCount Size of a @ref ProjectionUniform3D /
|
|
|
|
|
* @ref TransformationUniform3D / @ref PhongDrawUniform /
|
|
|
|
|
* @ref TextureTransformationUniform buffer bound with
|
|
|
|
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer(),
|
|
|
|
|
* @ref bindDrawBuffer() and @ref bindTextureTransformationBuffer()
|
|
|
|
|
*
|
|
|
|
|
* If @p flags contains @ref Flag::UniformBuffers, @p lightCount,
|
|
|
|
|
* @p materialCount and @p drawCount describe the uniform buffer sizes
|
|
|
|
|
* as these are required to have a statically defined size. The draw
|
|
|
|
|
* offset is then set via @ref setDrawOffset() and the per-draw
|
|
|
|
|
* materials and lights are specified via
|
|
|
|
|
* @ref PhongDrawUniform::materialId,
|
|
|
|
|
* @ref PhongDrawUniform::lightOffset and
|
|
|
|
|
* @ref PhongDrawUniform::lightCount.
|
|
|
|
|
*
|
|
|
|
|
* If @p flags don't contain @ref Flag::UniformBuffers,
|
|
|
|
|
* @p materialCount and @p drawCount is ignored and the constructor
|
|
|
|
|
* behaves the same as @ref PhongGL(Flags, UnsignedInt).
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
/** @todo this constructor will eventually need to have also joint
|
|
|
|
|
count, per-vertex weight count, view count for multiview and clip
|
|
|
|
|
plane count ... and putting them in arbitrary order next to each
|
|
|
|
|
other is too error-prone, so it needs some other solution
|
|
|
|
|
(accepting pairs of parameter type and value like in GL context
|
|
|
|
|
creation, e.g., which will probably need a new enum as reusing Flag
|
|
|
|
|
for this might be too confusing) */
|
|
|
|
|
explicit PhongGL(Flags flags, UnsignedInt lightCount, UnsignedInt materialCount, UnsignedInt drawCount);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Construct without creating the underlying OpenGL object
|
|
|
|
|
*
|
|
|
|
|
* The constructed instance is equivalent to a 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.
|
|
|
|
|
* However note that this is a low-level and a potentially dangerous
|
|
|
|
|
* API, see the documentation of @ref NoCreate for alternatives.
|
|
|
|
|
*/
|
|
|
|
|
explicit PhongGL(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
PhongGL(const PhongGL&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move constructor */
|
|
|
|
|
PhongGL(PhongGL&&) noexcept = default;
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
PhongGL& operator=(const PhongGL&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move assignment */
|
|
|
|
|
PhongGL& operator=(PhongGL&&) noexcept = default;
|
|
|
|
|
|
|
|
|
|
/** @brief Flags */
|
|
|
|
|
Flags flags() const { return _flags; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Light count
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::UniformBuffers is set, this is the statically defined
|
|
|
|
|
* size of the @ref PhongLightUniform uniform buffer.
|
|
|
|
|
* @see @ref bindLightBuffer()
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt lightCount() const { return _lightCount; }
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Material count
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Statically defined size of the @ref PhongMaterialUniform uniform
|
|
|
|
|
* buffer. Has use only if @ref Flag::UniformBuffers is set.
|
|
|
|
|
* @see @ref bindMaterialBuffer()
|
|
|
|
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds.
|
|
|
|
|
* @requires_webgl20 Not defined on WebGL 1.0 builds.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt materialCount() const { return _materialCount; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw count
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Statically defined size of each of the @ref ProjectionUniform3D,
|
|
|
|
|
* @ref TransformationUniform3D, @ref PhongDrawUniform and
|
|
|
|
|
* @ref TextureTransformationUniform uniform buffers. Has use only if
|
|
|
|
|
* @ref Flag::UniformBuffers is set.
|
|
|
|
|
* @requires_gles30 Not defined on OpenGL ES 2.0 builds.
|
|
|
|
|
* @requires_webgl20 Not defined on WebGL 1.0 builds.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt drawCount() const { return _drawCount; }
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Uniform setters
|
|
|
|
|
*
|
|
|
|
|
* Used only if @ref Flag::UniformBuffers is not set.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set ambient color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::AmbientTexture is set, default value is
|
|
|
|
|
* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with
|
|
|
|
|
* ambient texture, otherwise default value is @cpp 0x00000000_rgbaf @ce.
|
|
|
|
|
* If @ref Flag::VertexColor is set, the color is multiplied with a
|
|
|
|
|
* color coming from the @ref Color3 / @ref Color4 attribute.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::ambientColor and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref bindAmbientTexture(), @ref Shaders-PhongGL-lights-ambient
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setAmbientColor(const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set diffuse color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. If
|
|
|
|
|
* @ref Flag::DiffuseTexture is set, the color will be multiplied with
|
|
|
|
|
* the texture. If @ref lightCount() is zero, this function is a no-op,
|
|
|
|
|
* as diffuse color doesn't contribute to the output in that case.
|
|
|
|
|
* If @ref Flag::VertexColor is set, the color is multiplied with a
|
|
|
|
|
* color coming from the @ref Color3 / @ref Color4 attribute.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::diffuseColor and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref bindDiffuseTexture()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setDiffuseColor(const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set normal texture scale
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Affects strength of the normal mapping. Initial value is
|
|
|
|
|
* @cpp 1.0f @ce, meaning the normal texture is not changed in any way;
|
|
|
|
|
* a value of @cpp 0.0f @ce disables the normal texture effect
|
|
|
|
|
* altogether.
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::NormalTexture
|
|
|
|
|
* enabled. If @ref lightCount() is zero, this function is a no-op, as
|
|
|
|
|
* normals don't contribute to the output in that case.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::normalTextureScale and call
|
|
|
|
|
* @ref bindDrawBuffer() instead.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping, @ref bindNormalTexture(),
|
|
|
|
|
* @ref Trade::MaterialAttribute::NormalTextureScale
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setNormalTextureScale(Float scale);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set specular color
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Initial value is @cpp 0xffffff00_rgbaf @ce. Expects that the shader
|
|
|
|
|
* was not created with @ref Flag::NoSpecular. If
|
|
|
|
|
* @ref Flag::SpecularTexture is set, the color will be multiplied with
|
|
|
|
|
* the texture. If you want to have a fully diffuse material, it's
|
|
|
|
|
* recommended to disable the specular contribution altogether with
|
|
|
|
|
* @ref Flag::NoSpecular. If having a dedicated shader variant is not
|
|
|
|
|
* possible, set the specular color to @cpp 0x00000000_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.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::specularColor and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @see @ref bindSpecularTexture()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setSpecularColor(const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::shininess and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setShininess(Float shininess);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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.
|
|
|
|
|
*
|
|
|
|
|
* This corresponds to @m_class{m-doc-external} [glAlphaFunc()](https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glAlphaFunc.xml)
|
|
|
|
|
* in classic OpenGL.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongMaterialUniform::alphaMask and call
|
|
|
|
|
* @ref bindMaterialBuffer() instead.
|
|
|
|
|
* @m_keywords{glAlphaFunc()}
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& 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-PhongGL-object-id for more information. Default is
|
|
|
|
|
* @cpp 0 @ce. If @ref Flag::InstancedObjectId is enabled as well, this
|
|
|
|
|
* value is added to the ID coming from the @ref ObjectId attribute.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongDrawUniform::objectId and call @ref bindDrawBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gles30 Object ID output requires integer support in
|
|
|
|
|
* shaders, which is not available in OpenGL ES 2.0 or WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& 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. If
|
|
|
|
|
* @ref Flag::InstancedTransformation is set, the per-instance
|
|
|
|
|
* transformation coming from the @ref TransformationMatrix attribute
|
|
|
|
|
* is applied first, before this one.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref TransformationUniform3D::transformationMatrix and call
|
|
|
|
|
* @ref bindTransformationBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setTransformationMatrix(const Matrix4& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set normal matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The matrix doesn't need to be normalized, as renormalization is done
|
|
|
|
|
* per-fragment 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. If @ref Flag::InstancedTransformation is set, the
|
|
|
|
|
* per-instance normal matrix coming from the @ref NormalMatrix
|
|
|
|
|
* attribute is applied first, before this one.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongDrawUniform::normalMatrix and call
|
|
|
|
|
* @ref bindDrawBuffer() instead.
|
|
|
|
|
* @see @ref Math::Matrix4::normalMatrix()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setNormalMatrix(const Matrix3x3& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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).
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref ProjectionUniform3D::projectionMatrix and call
|
|
|
|
|
* @ref bindProjectionBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setProjectionMatrix(const Matrix4& matrix);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set texture coordinate transformation matrix
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with
|
|
|
|
|
* @ref Flag::TextureTransformation enabled. Initial value is an
|
|
|
|
|
* identity matrix. If @ref Flag::InstancedTextureOffset is set, the
|
|
|
|
|
* per-instance offset coming from the @ref TextureOffset atttribute is
|
|
|
|
|
* applied first, before this matrix.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref TextureTransformationUniform::rotationScaling and
|
|
|
|
|
* @ref TextureTransformationUniform::offset and call
|
|
|
|
|
* @ref bindTextureTransformationBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setTextureMatrix(const Matrix3& matrix);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set texture array layer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::TextureArrays
|
|
|
|
|
* enabled. Initial value is @cpp 0 @ce. If
|
|
|
|
|
* @ref Flag::InstancedTextureOffset is set and a three-component
|
|
|
|
|
* @ref TextureOffsetLayer attribute is used instead of
|
|
|
|
|
* @ref TextureOffset, this value is added to the layer coming from the
|
|
|
|
|
* third component.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref TextureTransformationUniform::layer and call
|
|
|
|
|
* @ref bindTextureTransformationBuffer() instead.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setTextureLayer(UnsignedInt layer);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light positions
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Depending on the fourth component, the value is treated as either a
|
|
|
|
|
* camera-relative position of a point light, if the fourth component
|
|
|
|
|
* is @cpp 1.0f @ce; or a direction *to* a directional light, if the
|
|
|
|
|
* fourth component is @cpp 0.0f @ce. Expects that the size of the
|
|
|
|
|
* @p positions array is the same as @ref lightCount(). Initial values
|
|
|
|
|
* are @cpp {0.0f, 0.0f, 1.0f, 0.0f} @ce --- a directional "fill" light
|
|
|
|
|
* coming from the camera.
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::position and call
|
|
|
|
|
* @ref bindLightBuffer() instead
|
|
|
|
|
* @see @ref Shaders-PhongGL-lights, @ref setLightPosition()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightPositions(Containers::ArrayView<const Vector4> positions);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightPositions(std::initializer_list<Vector4> positions);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightPositions(Containers::ArrayView<const Vector4>)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightPositions(Containers::ArrayView<const Vector4>)
|
|
|
|
|
* instead. This function sets the fourth component to
|
|
|
|
|
* @cpp 0.0f @ce to preserve the original behavior as close as
|
|
|
|
|
* possible.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightPositions(Containers::ArrayView<const Vector4>) instead") PhongGL& setLightPositions(Containers::ArrayView<const Vector3> positions);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightPositions(std::initializer_list<Vector4>)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightPositions(std::initializer_list<Vector4>)
|
|
|
|
|
* instead. This function sets the fourth component to
|
|
|
|
|
* @cpp 0.0f @ce to preserve the original behavior as close as
|
|
|
|
|
* possible.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightPositions(std::initializer_list<Vector4>) instead") PhongGL& setLightPositions(std::initializer_list<Vector3> positions);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set position for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightPositions() updates just a single light
|
|
|
|
|
* position. If updating more than one light, prefer the batch function
|
|
|
|
|
* instead to reduce the count of GL API calls. Expects that @p id is
|
|
|
|
|
* less than @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::position and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightPosition(UnsignedInt id, const Vector4& position);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightPosition(UnsignedInt, const Vector4&)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightPosition(UnsignedInt, const Vector4&)
|
|
|
|
|
* instead. This function sets the fourth component to
|
|
|
|
|
* @cpp 0.0f @ce to preserve the original behavior as close as
|
|
|
|
|
* possible.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightPosition(UnsignedInt, const Vector4&) instead") PhongGL& setLightPosition(UnsignedInt id, const Vector3& position);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light position
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightPositions(std::initializer_list<Vector4>)
|
|
|
|
|
* with a single item instead --- it's short enough to not warrant
|
|
|
|
|
* the existence of a dedicated overload. This function sets the
|
|
|
|
|
* fourth component to @cpp 0.0f @ce to preserve the original
|
|
|
|
|
* behavior as close as possible.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightPositions(std::initializer_list<Vector4>) instead") PhongGL& setLightPosition(const Vector3& position);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light colors
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Initial values are @cpp 0xffffff_rgbf @ce. Expects that the size
|
|
|
|
|
* of the @p colors array is the same as @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::color and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
* @see @ref Shaders-PhongGL-lights, @ref setLightColor()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightColors(Containers::ArrayView<const Magnum::Color3> colors);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightColors(std::initializer_list<Magnum::Color3> colors);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightColors(Containers::ArrayView<const Magnum::Color3>)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightColors(Containers::ArrayView<const Magnum::Color3>)
|
|
|
|
|
* instead. The alpha channel isn't used in any way.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightColors(Containers::ArrayView<const Magnum::Color3>) instead") PhongGL& setLightColors(Containers::ArrayView<const Magnum::Color4> colors);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightColors(std::initializer_list<Magnum::Color3>)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightColors(std::initializer_list<Magnum::Color3>)
|
|
|
|
|
* instead. The alpha channel isn't used in any way.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightColors(std::initializer_list<Magnum::Color3>) instead") PhongGL& setLightColors(std::initializer_list<Magnum::Color4> colors);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set color for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightColors() updates just a single light color. If
|
|
|
|
|
* updating more than one light, prefer the batch function instead to
|
|
|
|
|
* reduce the count of GL API calls. Expects that @p id is less than
|
|
|
|
|
* @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::color and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightColor(UnsignedInt id, const Magnum::Color3& color);
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief @copybrief setLightColor(UnsignedInt, const Magnum::Color3&)
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightColor(UnsignedInt, const Magnum::Color3&)
|
|
|
|
|
* instead. The alpha channel isn't used in any way.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightColor(UnsignedInt, const Magnum::Color3&) instead") PhongGL& setLightColor(UnsignedInt id, const Magnum::Color4& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light color
|
|
|
|
|
* @m_deprecated_since_latest Use @ref setLightColors(std::initializer_list<Magnum::Color3>)
|
|
|
|
|
* with a single item instead --- it's short enough to not warrant
|
|
|
|
|
* the existence of a dedicated overload. The alpha channel isn't
|
|
|
|
|
* used in any way.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use setLightColor(std::initializer_list<Color3>) instead") PhongGL& setLightColor(const Magnum::Color4& color);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light specular colors
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Usually you'd set this value to the same as @ref setLightColors(),
|
|
|
|
|
* but it allows for greater flexibility such as disabling specular
|
|
|
|
|
* highlights on certain lights. Initial values are
|
|
|
|
|
* @cpp 0xffffff_rgbf @ce. Expects that the size of the @p colors array
|
|
|
|
|
* is the same as @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::specularColor and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
* @see @ref Shaders-PhongGL-lights, @ref setLightColor()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightSpecularColors(Containers::ArrayView<const Magnum::Color3> colors);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightSpecularColors(std::initializer_list<Magnum::Color3> colors);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set specular color for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightSpecularColors() updates just a single light
|
|
|
|
|
* color. If updating more than one light, prefer the batch function
|
|
|
|
|
* instead to reduce the count of GL API calls. Expects that @p id is
|
|
|
|
|
* less than @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::specularColor and call
|
|
|
|
|
* @ref bindLightBuffer() instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightSpecularColor(UnsignedInt id, const Magnum::Color3& color);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set light attenuation ranges
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Initial values are @ref Constants::inf(). Expects that the size of
|
|
|
|
|
* the @p ranges array is the same as @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::range and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
* @see @ref Shaders-PhongGL-lights, @ref setLightRange()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightRanges(Containers::ArrayView<const Float> ranges);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightRanges(std::initializer_list<Float> ranges);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set attenuation range for given light
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Unlike @ref setLightRanges() updates just a single light range. If
|
|
|
|
|
* updating more than one light, prefer the batch function instead to
|
|
|
|
|
* reduce the count of GL API calls. Expects that @p id is less than
|
|
|
|
|
* @ref lightCount().
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is not set, in that case fill
|
|
|
|
|
* @ref PhongLightUniform::range and call @ref bindLightBuffer()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setLightRange(UnsignedInt id, Float range);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Uniform buffer binding and related uniform setters
|
|
|
|
|
*
|
|
|
|
|
* Used if @ref Flag::UniformBuffers is set.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a draw offset
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Specifies which item in the @ref TransformationUniform3D,
|
|
|
|
|
* @ref PhongDrawUniform and @ref TextureTransformationUniform buffers
|
|
|
|
|
* bound with @ref bindTransformationBuffer(), @ref bindDrawBuffer()
|
|
|
|
|
* and @ref bindTextureTransformationBuffer() should be used for
|
|
|
|
|
* current draw. Expects that @ref Flag::UniformBuffers is set and
|
|
|
|
|
* @p offset is less than @ref drawCount(). Initial value is
|
|
|
|
|
* @cpp 0 @ce, if @ref drawCount() is @cpp 1 @ce, the function is a
|
|
|
|
|
* no-op as the shader assumes draw offset to be always zero.
|
|
|
|
|
*
|
|
|
|
|
* If @ref Flag::MultiDraw is set, @glsl gl_DrawID @ce is added to this
|
|
|
|
|
* value, which makes each draw submitted via
|
|
|
|
|
* @ref GL::AbstractShaderProgram::draw(Containers::ArrayView<const Containers::Reference<MeshView>>)
|
|
|
|
|
* pick up its own per-draw parameters.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& setDrawOffset(UnsignedInt offset);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a projection uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain at least one instance of
|
|
|
|
|
* @ref ProjectionUniform3D. At the very least you need to call also
|
|
|
|
|
* @ref bindTransformationBuffer(), @ref bindDrawBuffer() and
|
|
|
|
|
* @ref bindMaterialBuffer(), usually @ref bindLightBuffer() as well.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindProjectionBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindProjectionBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a transformation uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref drawCount() instances of
|
|
|
|
|
* @ref TransformationUniform3D. At the very least you need to call
|
|
|
|
|
* also @ref bindProjectionBuffer(), @ref bindDrawBuffer() and
|
|
|
|
|
* @ref bindMaterialBuffer(), usually @ref bindLightBuffer() as well.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindTransformationBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a draw uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref drawCount() instances of
|
|
|
|
|
* @ref PhongDrawUniform. At the very least you need to call also
|
|
|
|
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer() and
|
|
|
|
|
* @ref bindMaterialBuffer(), usually @ref bindLightBuffer() as well.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindDrawBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindDrawBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a texture transformation uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that both @ref Flag::UniformBuffers and
|
|
|
|
|
* @ref Flag::TextureTransformation is set. The buffer is expected to
|
|
|
|
|
* contain @ref drawCount() instances of
|
|
|
|
|
* @ref TextureTransformationUniform.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindTextureTransformationBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindTextureTransformationBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a material uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref materialCount() instances of
|
|
|
|
|
* @ref PhongMaterialUniform. At the very least you need to call also
|
|
|
|
|
* @ref bindProjectionBuffer(), @ref bindTransformationBuffer() and
|
|
|
|
|
* @ref bindDrawBuffer(), usually @ref bindLightBuffer() as well.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindMaterialBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindMaterialBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set a light uniform buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that @ref Flag::UniformBuffers is set. The buffer is
|
|
|
|
|
* expected to contain @ref lightCount() instances of
|
|
|
|
|
* @ref PhongLightUniform.
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindLightBuffer(GL::Buffer& buffer);
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindLightBuffer(GL::Buffer& buffer, GLintptr offset, GLsizeiptr size);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @{
|
|
|
|
|
* @name Texture binding
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind an ambient texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::AmbientTexture
|
|
|
|
|
* enabled. If @ref Flag::TextureArrays is enabled as well, use
|
|
|
|
|
* @ref bindAmbientTexture(GL::Texture2DArray&) instead.
|
|
|
|
|
* @see @ref bindTextures(), @ref setAmbientColor(),
|
|
|
|
|
* @ref Shaders-PhongGL-lights-ambient
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindAmbientTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind an ambient array texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with both
|
|
|
|
|
* @ref Flag::AmbientTexture and @ref Flag::TextureArrays enabled. If
|
|
|
|
|
* @ref Flag::UniformBuffers is not enabled, the layer is set via
|
|
|
|
|
* @ref setTextureLayer(); if @ref Flag::UniformBuffers is enabled,
|
|
|
|
|
* @ref Flag::TextureTransformation has to be enabled as well and the
|
|
|
|
|
* layer is set via @ref TextureTransformationUniform::layer.
|
|
|
|
|
* @see @ref setAmbientColor(), @ref Shaders-PhongGL-lights-ambient
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindAmbientTexture(GL::Texture2DArray& texture);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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 Flag::TextureArrays is enabled as well, use
|
|
|
|
|
* @ref bindDiffuseTexture(GL::Texture2DArray&) instead. 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()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindDiffuseTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a diffuse array texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with both
|
|
|
|
|
* @ref Flag::DiffuseTexture and @ref Flag::TextureArrays
|
|
|
|
|
* enabled. If @ref Flag::UniformBuffers is not enabled, the layer is
|
|
|
|
|
* set via @ref setTextureLayer(); if @ref Flag::UniformBuffers is
|
|
|
|
|
* enabled, @ref Flag::TextureTransformation has to be enabled as well
|
|
|
|
|
* and the layer is set via @ref TextureTransformationUniform::layer.
|
|
|
|
|
* 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 setDiffuseColor()
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindDiffuseTexture(GL::Texture2DArray& texture);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a specular texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::SpecularTexture
|
|
|
|
|
* enabled and that @ref Flag::NoSpecular is not set. If
|
|
|
|
|
* @ref Flag::TextureArrays is enabled as well, use
|
|
|
|
|
* @ref bindSpecularTexture(GL::Texture2DArray&) instead. 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()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindSpecularTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a specular array texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with both
|
|
|
|
|
* @ref Flag::SpecularTexture and @ref Flag::TextureArrays enabled and
|
|
|
|
|
* that @ref Flag::NoSpecular is not set. If @ref Flag::UniformBuffers
|
|
|
|
|
* is not enabled, the layer is set via @ref setTextureLayer(); if
|
|
|
|
|
* @ref Flag::UniformBuffers is enabled,
|
|
|
|
|
* @ref Flag::TextureTransformation has to be enabled as well and the
|
|
|
|
|
* layer is set via @ref TextureTransformationUniform::layer. 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 setSpecularColor()
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 Texture arrays are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture arrays are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindSpecularTexture(GL::Texture2DArray& texture);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a normal texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since{2019,10}
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with @ref Flag::NormalTexture
|
|
|
|
|
* enabled and the @ref Tangent attribute was supplied. If
|
|
|
|
|
* @ref Flag::TextureArrays is enabled as well, use
|
|
|
|
|
* @ref bindNormalTexture(GL::Texture2DArray&) instead. If
|
|
|
|
|
* @ref lightCount() is zero, this function is a no-op, as normals
|
|
|
|
|
* don't contribute to the output in that case.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping,
|
|
|
|
|
* @ref bindTextures(), @ref setNormalTextureScale()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindNormalTexture(GL::Texture2D& texture);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind a normal array texture
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
* @m_since_latest
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader was created with both
|
|
|
|
|
* @ref Flag::NormalTexture and @ref Flag::TextureArrays enabled and
|
|
|
|
|
* the @ref Tangent attribute was supplied. If @ref lightCount() is
|
|
|
|
|
* zero, this function is a no-op, as normals don't contribute to the
|
|
|
|
|
* output in that case.
|
|
|
|
|
* @see @ref Shaders-PhongGL-normal-mapping,
|
|
|
|
|
* @ref setNormalTextureScale()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindNormalTexture(GL::Texture2DArray& texture);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind textures
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* A particular texture has effect only if particular texture flag from
|
|
|
|
|
* @ref PhongGL::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 and
|
|
|
|
|
* @ref Flag::TextureArrays is not set. More efficient than setting
|
|
|
|
|
* each texture separately.
|
|
|
|
|
* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(),
|
|
|
|
|
* @ref bindSpecularTexture(), @ref bindNormalTexture()
|
|
|
|
|
*/
|
|
|
|
|
PhongGL& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
= nullptr
|
|
|
|
|
#endif
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
PhongGL& draw(GL::Mesh& mesh) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
PhongGL& draw(GL::Mesh&& mesh) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
PhongGL& draw(GL::MeshView& mesh) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
PhongGL& draw(GL::MeshView&& mesh) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(mesh));
|
|
|
|
|
}
|
|
|
|
|
PhongGL& draw(Containers::ArrayView<const Containers::Reference<GL::MeshView>> meshes) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(meshes));
|
|
|
|
|
}
|
|
|
|
|
PhongGL& draw(std::initializer_list<Containers::Reference<GL::MeshView>> meshes) {
|
|
|
|
|
return static_cast<PhongGL&>(GL::AbstractShaderProgram::draw(meshes));
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
/* Prevent accidentally calling irrelevant functions */
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
using GL::AbstractShaderProgram::drawTransformFeedback;
|
|
|
|
|
#endif
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
using GL::AbstractShaderProgram::dispatchCompute;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
Flags _flags;
|
|
|
|
|
UnsignedInt _lightCount{};
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
UnsignedInt _materialCount{}, _drawCount{};
|
|
|
|
|
#endif
|
|
|
|
|
Int _transformationMatrixUniform{0},
|
|
|
|
|
_projectionMatrixUniform{1},
|
|
|
|
|
_normalMatrixUniform{2},
|
|
|
|
|
_textureMatrixUniform{3},
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
_textureLayerUniform{4},
|
|
|
|
|
#endif
|
|
|
|
|
_ambientColorUniform{5},
|
|
|
|
|
_diffuseColorUniform{6},
|
|
|
|
|
_specularColorUniform{7},
|
|
|
|
|
_shininessUniform{8},
|
|
|
|
|
_normalTextureScaleUniform{9},
|
|
|
|
|
_alphaMaskUniform{10};
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
Int _objectIdUniform{11};
|
|
|
|
|
#endif
|
|
|
|
|
Int _lightPositionsUniform{12},
|
|
|
|
|
_lightColorsUniform, /* 12 + lightCount, set in the constructor */
|
|
|
|
|
_lightSpecularColorsUniform, /* 12 + 2*lightCount */
|
|
|
|
|
_lightRangesUniform; /* 12 + 3*lightCount */
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/* Used instead of all other uniforms when Flag::UniformBuffers is set,
|
|
|
|
|
so it can alias them */
|
|
|
|
|
Int _drawOffsetUniform{0};
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{PhongGL,PhongGL::Flag} */
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, PhongGL::Flag value);
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{PhongGL,PhongGL::Flags} */
|
|
|
|
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, PhongGL::Flags value);
|
|
|
|
|
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(PhongGL::Flags)
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|