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Phong shader: simplified uniforms, added default values.

vectorfields
Vladimír Vondruš 14 years ago
parent
commit
c91ecbef1e
  1. 4
      src/Shaders/PhongShader.cpp
  2. 17
      src/Shaders/PhongShader.frag
  3. 45
      src/Shaders/PhongShader.h

4
src/Shaders/PhongShader.cpp

@ -38,9 +38,7 @@ PhongShader::PhongShader() {
transformationMatrixUniform = uniformLocation("transformationMatrix");
projectionMatrixUniform = uniformLocation("projectionMatrix");
lightUniform = uniformLocation("light");
lightAmbientColorUniform = uniformLocation("lightAmbientColor");
lightDiffuseColorUniform = uniformLocation("lightDiffuseColor");
lightSpecularColorUniform = uniformLocation("lightSpecularColor");
lightColorUniform = uniformLocation("lightColor");
}
}}

17
src/Shaders/PhongShader.frag

@ -1,13 +1,10 @@
#version 330
uniform vec3 ambientColor;
uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform float shininess;
uniform vec3 lightAmbientColor;
uniform vec3 lightDiffuseColor;
uniform vec3 lightSpecularColor;
uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
uniform float shininess = 80.0;
in vec3 transformedNormal;
in vec3 lightDirection;
@ -16,20 +13,20 @@ out vec4 color;
void main() {
/* Ambient color */
color.rgb = ambientColor*lightAmbientColor;
color.rgb = ambientColor;
vec3 normalizedTransformedNormal = normalize(transformedNormal);
vec3 normalizedLightDirection = normalize(lightDirection);
/* Add diffuse color */
float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
color.rgb += diffuseColor*lightDiffuseColor*intensity;
color.rgb += diffuseColor*lightColor*intensity;
/* Add specular color, if needed */
if(intensity != 0) {
vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
float specularity = pow(max(0.0, dot(normalizedTransformedNormal, reflection)), shininess);
color.rgb += specularColor*lightSpecularColor*specularity;
color.rgb += specularColor*specularity;
}
/* Force alpha to 1 */

45
src/Shaders/PhongShader.h

@ -37,22 +37,35 @@ class PhongShader: public AbstractShaderProgram {
/** @brief Constructor */
PhongShader();
/** @brief %Object ambient color */
/**
* @brief %Ambient color
*
* If not set, default value is `(0.0f, 0.0f, 0.0f)`.
*/
inline void setAmbientColorUniform(const Vector3& color) {
setUniform(ambientColorUniform, color);
}
/** @brief %Object diffuse color */
/** @brief Diffuse color */
inline void setDiffuseColorUniform(const Vector3& color) {
setUniform(diffuseColorUniform, color);
}
/** @brief %Object specular color */
/**
* @brief Specular color
*
* If not set, default value is `(1.0f, 1.0f, 1.0f)`.
*/
inline void setSpecularColorUniform(const Vector3& color) {
setUniform(specularColorUniform, color);
}
/** @brief %Object shininess */
/**
* @brief Shininess
*
* The larger value, the harder surface (smaller specular highlight).
* If not set, default value is `80.0f`.
*/
inline void setShininessUniform(GLfloat shininess) {
setUniform(shininessUniform, shininess);
}
@ -72,19 +85,13 @@ class PhongShader: public AbstractShaderProgram {
setUniform(lightUniform, light);
}
/** @brief %Light ambient color */
inline void setLightAmbientColorUniform(const Vector3& color) {
setUniform(lightAmbientColorUniform, color);
}
/** @brief %Light diffuse color */
inline void setLightDiffuseColorUniform(const Vector3& color) {
setUniform(lightDiffuseColorUniform, color);
}
/** @brief %Light specular color */
inline void setLightSpecularColorUniform(const Vector3& color) {
setUniform(lightSpecularColorUniform, color);
/**
* @brief %Light color
*
* If not set, default value is `(1.0f, 1.0f, 1.0f)`.
*/
inline void setLightColorUniform(const Vector3& color) {
setUniform(lightColorUniform, color);
}
private:
@ -95,9 +102,7 @@ class PhongShader: public AbstractShaderProgram {
transformationMatrixUniform,
projectionMatrixUniform,
lightUniform,
lightAmbientColorUniform,
lightDiffuseColorUniform,
lightSpecularColorUniform;
lightColorUniform;
};
}}

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