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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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2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "PhongGL.h"
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#if defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_BUILD_DEPRECATED)
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#include <Corrade/Containers/Array.h>
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#endif
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#include <Corrade/Containers/EnumSet.hpp>
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#include <Corrade/Containers/Reference.h>
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#include <Corrade/Containers/StringView.h>
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#include <Corrade/Containers/StringStl.h>
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#include <Corrade/Utility/FormatStl.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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enum: Int {
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AmbientTextureUnit = 0,
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DiffuseTextureUnit = 1,
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SpecularTextureUnit = 2,
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NormalTextureUnit = 3
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};
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}
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PhongGL::PhongGL(const Flags flags, const UnsignedInt lightCount): _flags{flags}, _lightCount{lightCount}, _lightColorsUniform{_lightPositionsUniform + Int(lightCount)}, _lightSpecularColorsUniform{_lightPositionsUniform + 2*Int(lightCount)}, _lightRangesUniform{_lightPositionsUniform + 3*Int(lightCount)} {
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CORRADE_ASSERT(!(flags & Flag::TextureTransformation) || (flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)),
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"Shaders::PhongGL: texture transformation enabled but the shader is not textured", );
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumShadersGL"))
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importShaderResources();
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#endif
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Utility::Resource rs("MagnumShadersGL");
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex);
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment);
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#ifndef MAGNUM_TARGET_GLES
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std::string lightInitializerVertex, lightInitializerFragment;
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if(lightCount) {
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using namespace Containers::Literals;
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/* Initializer for the light color / position / range arrays -- we need
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a list of initializers joined by commas. For GLES we'll simply
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upload the values directly. */
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constexpr Containers::StringView lightPositionInitializerPreamble = "#define LIGHT_POSITION_INITIALIZER "_s;
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constexpr Containers::StringView lightColorInitializerPreamble = "#define LIGHT_COLOR_INITIALIZER "_s;
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constexpr Containers::StringView lightRangeInitializerPreamble = "#define LIGHT_RANGE_INITIALIZER "_s;
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constexpr Containers::StringView lightPositionInitializerItem = "vec4(0.0, 0.0, 1.0, 0.0), "_s;
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constexpr Containers::StringView lightColorInitializerItem = "vec3(1.0), "_s;
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constexpr Containers::StringView lightRangeInitializerItem = "1.0/0.0, "_s;
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lightInitializerVertex.reserve(
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lightPositionInitializerPreamble.size() +
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lightCount*(lightPositionInitializerItem.size()));
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lightInitializerVertex.append(lightPositionInitializerPreamble);
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for(std::size_t i = 0; i != lightCount; ++i)
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lightInitializerVertex.append(lightPositionInitializerItem);
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/* Drop the last comma and add a newline at the end */
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lightInitializerVertex[lightInitializerVertex.size() - 2] = '\n';
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lightInitializerVertex.resize(lightInitializerVertex.size() - 1);
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lightInitializerFragment.reserve(
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lightColorInitializerPreamble.size() +
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lightRangeInitializerPreamble.size() +
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lightCount*(lightColorInitializerItem.size() +
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lightRangeInitializerItem.size()));
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lightInitializerFragment.append(lightColorInitializerPreamble);
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for(std::size_t i = 0; i != lightCount; ++i)
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lightInitializerFragment.append(lightColorInitializerItem);
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/* Drop the last comma and add a newline at the end */
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lightInitializerFragment[lightInitializerFragment.size() - 2] = '\n';
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lightInitializerFragment.resize(lightInitializerFragment.size() - 1);
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lightInitializerFragment.append(lightRangeInitializerPreamble);
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for(std::size_t i = 0; i != lightCount; ++i)
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lightInitializerFragment.append(lightRangeInitializerItem);
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/* Drop the last comma and add a newline at the end */
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lightInitializerFragment[lightInitializerFragment.size() - 2] = '\n';
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lightInitializerFragment.resize(lightInitializerFragment.size() - 1);
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}
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#endif
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vert.addSource(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture) ? "#define TEXTURED\n" : "")
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "")
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.addSource(flags & Flag::Bitangent ? "#define BITANGENT\n" : "")
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "")
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.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "")
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.addSource(Utility::formatString("#define LIGHT_COUNT {}\n", lightCount))
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#ifndef MAGNUM_TARGET_GLES2
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.addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
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#endif
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.addSource(flags & Flag::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n" : "")
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.addSource(flags >= Flag::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n" : "");
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#ifndef MAGNUM_TARGET_GLES
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if(lightCount) vert.addSource(std::move(lightInitializerVertex));
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#endif
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vert.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Phong.vert"));
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frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "")
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.addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "")
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.addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "")
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "")
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.addSource(flags & Flag::Bitangent ? "#define BITANGENT\n" : "")
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "")
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.addSource(flags & Flag::AlphaMask ? "#define ALPHA_MASK\n" : "")
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#ifndef MAGNUM_TARGET_GLES2
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.addSource(flags & Flag::ObjectId ? "#define OBJECT_ID\n" : "")
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.addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "")
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#endif
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.addSource(Utility::formatString(
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"#define LIGHT_COUNT {}\n"
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"#define LIGHT_COLORS_LOCATION {}\n"
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"#define LIGHT_SPECULAR_COLORS_LOCATION {}\n"
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"#define LIGHT_RANGES_LOCATION {}\n",
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lightCount,
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_lightPositionsUniform + lightCount,
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_lightPositionsUniform + 2*lightCount,
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_lightPositionsUniform + 3*lightCount));
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#ifndef MAGNUM_TARGET_GLES
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if(lightCount) frag.addSource(std::move(lightInitializerFragment));
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#endif
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frag.addSource(rs.get("generic.glsl"))
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.addSource(rs.get("Phong.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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/* ES3 has this done in the shader directly and doesn't even provide
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bindFragmentDataLocation() */
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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if(lightCount)
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bindAttributeLocation(Normal::Location, "normal");
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if((flags & Flag::NormalTexture) && lightCount) {
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bindAttributeLocation(Tangent::Location, "tangent");
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if(flags & Flag::Bitangent)
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bindAttributeLocation(Bitangent::Location, "bitangent");
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}
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if(flags & Flag::VertexColor)
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bindAttributeLocation(Color3::Location, "vertexColor"); /* Color4 is the same */
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if(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture))
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags & Flag::ObjectId) {
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bindFragmentDataLocation(ColorOutput, "color");
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bindFragmentDataLocation(ObjectIdOutput, "objectId");
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}
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if(flags >= Flag::InstancedObjectId)
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bindAttributeLocation(ObjectId::Location, "instanceObjectId");
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#endif
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if(flags & Flag::InstancedTransformation)
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bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix");
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if(flags >= Flag::InstancedTextureOffset)
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bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset");
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}
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#endif
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version))
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#endif
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{
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_transformationMatrixUniform = uniformLocation("transformationMatrix");
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if(flags & Flag::TextureTransformation)
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_textureMatrixUniform = uniformLocation("textureMatrix");
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_projectionMatrixUniform = uniformLocation("projectionMatrix");
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_ambientColorUniform = uniformLocation("ambientColor");
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if(lightCount) {
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_normalMatrixUniform = uniformLocation("normalMatrix");
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_diffuseColorUniform = uniformLocation("diffuseColor");
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_specularColorUniform = uniformLocation("specularColor");
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_shininessUniform = uniformLocation("shininess");
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if(flags & Flag::NormalTexture)
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_normalTextureScaleUniform = uniformLocation("normalTextureScale");
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_lightPositionsUniform = uniformLocation("lightPositions");
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_lightColorsUniform = uniformLocation("lightColors");
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_lightSpecularColorsUniform = uniformLocation("lightSpecularColors");
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_lightRangesUniform = uniformLocation("lightRanges");
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}
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if(flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask");
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#ifndef MAGNUM_TARGET_GLES2
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if(flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId");
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#endif
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}
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#ifndef MAGNUM_TARGET_GLES
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if(flags && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version))
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#endif
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{
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if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureUnit);
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if(lightCount) {
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if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureUnit);
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if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureUnit);
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if(flags & Flag::NormalTexture) setUniform(uniformLocation("normalTexture"), NormalTextureUnit);
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}
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}
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
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#ifdef MAGNUM_TARGET_GLES
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/* Default to fully opaque white so we can see the textures */
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if(flags & Flag::AmbientTexture) setAmbientColor(Magnum::Color4{1.0f});
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else setAmbientColor(Magnum::Color4{0.0f});
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setTransformationMatrix(Matrix4{Math::IdentityInit});
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setProjectionMatrix(Matrix4{Math::IdentityInit});
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if(lightCount) {
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setDiffuseColor(Magnum::Color4{1.0f});
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setSpecularColor(Magnum::Color4{1.0f, 0.0f});
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setShininess(80.0f);
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if(flags & Flag::NormalTexture)
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setNormalTextureScale(1.0f);
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setLightPositions(Containers::Array<Vector4>{DirectInit, lightCount, Vector4{0.0f, 0.0f, 1.0f, 0.0f}});
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Containers::Array<Magnum::Color3> colors{DirectInit, lightCount, Magnum::Color3{1.0f}};
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setLightColors(colors);
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setLightSpecularColors(colors);
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setLightRanges(Containers::Array<Float>{DirectInit, lightCount, Constants::inf()});
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/* Light position is zero by default */
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setNormalMatrix(Matrix3x3{Math::IdentityInit});
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}
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if(flags & Flag::TextureTransformation)
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setTextureMatrix(Matrix3{Math::IdentityInit});
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if(flags & Flag::AlphaMask) setAlphaMask(0.5f);
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/* Object ID is zero by default */
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#endif
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}
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PhongGL& PhongGL::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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|
|
|
|
|
PhongGL& PhongGL::setDiffuseColor(const Magnum::Color4& color) {
|
|
|
|
|
if(_lightCount) setUniform(_diffuseColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setSpecularColor(const Magnum::Color4& color) {
|
|
|
|
|
if(_lightCount) setUniform(_specularColorUniform, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setShininess(Float shininess) {
|
|
|
|
|
if(_lightCount) setUniform(_shininessUniform, shininess);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setNormalTextureScale(const Float scale) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::NormalTexture,
|
|
|
|
|
"Shaders::PhongGL::setNormalTextureScale(): the shader was not created with normal texture enabled", *this);
|
|
|
|
|
if(_lightCount) setUniform(_normalTextureScaleUniform, scale);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setAlphaMask(Float mask) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::AlphaMask,
|
|
|
|
|
"Shaders::PhongGL::setAlphaMask(): the shader was not created with alpha mask enabled", *this);
|
|
|
|
|
setUniform(_alphaMaskUniform, mask);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
PhongGL& PhongGL::setObjectId(UnsignedInt id) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::ObjectId,
|
|
|
|
|
"Shaders::PhongGL::setObjectId(): the shader was not created with object ID enabled", *this);
|
|
|
|
|
setUniform(_objectIdUniform, id);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setTransformationMatrix(const Matrix4& matrix) {
|
|
|
|
|
setUniform(_transformationMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setNormalMatrix(const Matrix3x3& matrix) {
|
|
|
|
|
if(_lightCount) setUniform(_normalMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setProjectionMatrix(const Matrix4& matrix) {
|
|
|
|
|
setUniform(_projectionMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setTextureMatrix(const Matrix3& matrix) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation,
|
|
|
|
|
"Shaders::PhongGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this);
|
|
|
|
|
setUniform(_textureMatrixUniform, matrix);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector4> positions) {
|
|
|
|
|
CORRADE_ASSERT(_lightCount == positions.size(),
|
|
|
|
|
"Shaders::PhongGL::setLightPositions(): expected" << _lightCount << "items but got" << positions.size(), *this);
|
|
|
|
|
if(_lightCount) setUniform(_lightPositionsUniform, positions);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* It's light, but can't be in the header because MSVC needs to know the size
|
|
|
|
|
of Vector3 for the initializer list use */
|
|
|
|
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector4> positions) {
|
|
|
|
|
return setLightPositions(Containers::arrayView(positions));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector3> positions) {
|
|
|
|
|
Containers::Array<Vector4> fourComponent{NoInit, positions.size()};
|
|
|
|
|
for(std::size_t i = 0; i != positions.size(); ++i)
|
|
|
|
|
fourComponent[i] = Vector4{positions[i], 0.0f};
|
|
|
|
|
setLightPositions(fourComponent);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector3> positions) {
|
|
|
|
|
CORRADE_IGNORE_DEPRECATED_PUSH
|
|
|
|
|
return setLightPositions(Containers::arrayView(positions));
|
|
|
|
|
CORRADE_IGNORE_DEPRECATED_POP
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightPosition(const UnsignedInt id, const Vector4& position) {
|
|
|
|
|
CORRADE_ASSERT(id < _lightCount,
|
|
|
|
|
"Shaders::PhongGL::setLightPosition(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
|
|
|
|
|
setUniform(_lightPositionsUniform + id, position);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
PhongGL& PhongGL::setLightPosition(UnsignedInt id, const Vector3& position) {
|
|
|
|
|
return setLightPosition(id, Vector4{position, 0.0f});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightPosition(const Vector3& position) {
|
|
|
|
|
/* Use the list variant to check the shader really has just one light */
|
|
|
|
|
return setLightPositions({Vector4{position, 0.0f}});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color3> colors) {
|
|
|
|
|
CORRADE_ASSERT(_lightCount == colors.size(),
|
|
|
|
|
"Shaders::PhongGL::setLightColors(): expected" << _lightCount << "items but got" << colors.size(), *this);
|
|
|
|
|
if(_lightCount) setUniform(_lightColorsUniform, colors);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color4> colors) {
|
|
|
|
|
Containers::Array<Magnum::Color3> threeComponent{NoInit, colors.size()};
|
|
|
|
|
for(std::size_t i = 0; i != colors.size(); ++i)
|
|
|
|
|
threeComponent[i] = colors[i].rgb();
|
|
|
|
|
setLightColors(threeComponent);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color4> colors) {
|
|
|
|
|
CORRADE_IGNORE_DEPRECATED_PUSH
|
|
|
|
|
return setLightColors(Containers::arrayView(colors));
|
|
|
|
|
CORRADE_IGNORE_DEPRECATED_POP
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color3> colors) {
|
|
|
|
|
return setLightColors(Containers::arrayView(colors));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightColor(const UnsignedInt id, const Magnum::Color3& color) {
|
|
|
|
|
CORRADE_ASSERT(id < _lightCount,
|
|
|
|
|
"Shaders::PhongGL::setLightColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
|
|
|
|
|
setUniform(_lightColorsUniform + id, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
PhongGL& PhongGL::setLightColor(UnsignedInt id, const Magnum::Color4& color) {
|
|
|
|
|
return setLightColor(id, color.rgb());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightColor(const Magnum::Color4& color) {
|
|
|
|
|
/* Use the list variant to check the shader really has just one light */
|
|
|
|
|
return setLightColors({color.rgb()});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const Containers::ArrayView<const Magnum::Color3> colors) {
|
|
|
|
|
CORRADE_ASSERT(_lightCount == colors.size(),
|
|
|
|
|
"Shaders::PhongGL::setLightSpecularColors(): expected" << _lightCount << "items but got" << colors.size(), *this);
|
|
|
|
|
if(_lightCount) setUniform(_lightSpecularColorsUniform, colors);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const std::initializer_list<Magnum::Color3> colors) {
|
|
|
|
|
return setLightSpecularColors(Containers::arrayView(colors));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightSpecularColor(const UnsignedInt id, const Magnum::Color3& color) {
|
|
|
|
|
CORRADE_ASSERT(id < _lightCount,
|
|
|
|
|
"Shaders::PhongGL::setLightSpecularColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
|
|
|
|
|
setUniform(_lightSpecularColorsUniform + id, color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightRanges(const Containers::ArrayView<const Float> ranges) {
|
|
|
|
|
CORRADE_ASSERT(_lightCount == ranges.size(),
|
|
|
|
|
"Shaders::PhongGL::setLightRanges(): expected" << _lightCount << "items but got" << ranges.size(), *this);
|
|
|
|
|
if(_lightCount) setUniform(_lightRangesUniform, ranges);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightRanges(const std::initializer_list<Float> ranges) {
|
|
|
|
|
return setLightRanges(Containers::arrayView(ranges));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::setLightRange(const UnsignedInt id, const Float range) {
|
|
|
|
|
CORRADE_ASSERT(id < _lightCount,
|
|
|
|
|
"Shaders::PhongGL::setLightRange(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this);
|
|
|
|
|
setUniform(_lightRangesUniform + id, range);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::bindAmbientTexture(GL::Texture2D& texture) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::AmbientTexture,
|
|
|
|
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this);
|
|
|
|
|
texture.bind(AmbientTextureUnit);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::bindDiffuseTexture(GL::Texture2D& texture) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::DiffuseTexture,
|
|
|
|
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this);
|
|
|
|
|
if(_lightCount) texture.bind(DiffuseTextureUnit);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::bindSpecularTexture(GL::Texture2D& texture) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::SpecularTexture,
|
|
|
|
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled", *this);
|
|
|
|
|
if(_lightCount) texture.bind(SpecularTextureUnit);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::bindNormalTexture(GL::Texture2D& texture) {
|
|
|
|
|
CORRADE_ASSERT(_flags & Flag::NormalTexture,
|
|
|
|
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled", *this);
|
|
|
|
|
if(_lightCount) texture.bind(NormalTextureUnit);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhongGL& PhongGL::bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) {
|
|
|
|
|
CORRADE_ASSERT(_flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture),
|
|
|
|
|
"Shaders::PhongGL::bindTextures(): the shader was not created with any textures enabled", *this);
|
|
|
|
|
GL::AbstractTexture::bind(AmbientTextureUnit, {ambient, diffuse, specular, normal});
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flag value) {
|
|
|
|
|
debug << "Shaders::PhongGL::Flag" << Debug::nospace;
|
|
|
|
|
|
|
|
|
|
switch(value) {
|
|
|
|
|
/* LCOV_EXCL_START */
|
|
|
|
|
#define _c(v) case PhongGL::Flag::v: return debug << "::" #v;
|
|
|
|
|
_c(AmbientTexture)
|
|
|
|
|
_c(DiffuseTexture)
|
|
|
|
|
_c(SpecularTexture)
|
|
|
|
|
_c(NormalTexture)
|
|
|
|
|
_c(Bitangent)
|
|
|
|
|
_c(AlphaMask)
|
|
|
|
|
_c(VertexColor)
|
|
|
|
|
_c(TextureTransformation)
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
_c(InstancedObjectId)
|
|
|
|
|
_c(ObjectId)
|
|
|
|
|
#endif
|
|
|
|
|
_c(InstancedTransformation)
|
|
|
|
|
_c(InstancedTextureOffset)
|
|
|
|
|
#undef _c
|
|
|
|
|
/* LCOV_EXCL_STOP */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flags value) {
|
|
|
|
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::PhongGL::Flags{}", {
|
|
|
|
|
PhongGL::Flag::AmbientTexture,
|
|
|
|
|
PhongGL::Flag::DiffuseTexture,
|
|
|
|
|
PhongGL::Flag::SpecularTexture,
|
|
|
|
|
PhongGL::Flag::NormalTexture,
|
|
|
|
|
PhongGL::Flag::Bitangent,
|
|
|
|
|
PhongGL::Flag::AlphaMask,
|
|
|
|
|
PhongGL::Flag::VertexColor,
|
|
|
|
|
PhongGL::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */
|
|
|
|
|
PhongGL::Flag::TextureTransformation,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
PhongGL::Flag::InstancedObjectId, /* Superset of ObjectId */
|
|
|
|
|
PhongGL::Flag::ObjectId,
|
|
|
|
|
#endif
|
|
|
|
|
PhongGL::Flag::InstancedTransformation});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}}
|