/* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ #include "PhongShader.h" #include #include "Extensions.h" #include "Shader.h" namespace Magnum { namespace Shaders { PhongShader::PhongShader(): transformationMatrixUniform(0), projectionMatrixUniform(1), normalMatrixUniform(2), lightUniform(3), diffuseColorUniform(4), ambientColorUniform(5), specularColorUniform(6), lightColorUniform(7), shininessUniform(8) { Corrade::Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210}); #else Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vertexShader(v, Shader::Type::Vertex); vertexShader.addSource(rs.get("compatibility.glsl")); vertexShader.addSource(rs.get("PhongShader.vert")); attachShader(vertexShader); Shader fragmentShader(v, Shader::Type::Fragment); fragmentShader.addSource(rs.get("compatibility.glsl")); fragmentShader.addSource(rs.get("PhongShader.frag")); attachShader(fragmentShader); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported() || Context::current()->version() == Version::GL210) { #else if(!Context::current()->isVersionSupported(Version::GLES300)) { #endif bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Normal::Location, "normal"); } link(); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) { #else { #endif transformationMatrixUniform = uniformLocation("transformationMatrix"); projectionMatrixUniform = uniformLocation("projectionMatrix"); normalMatrixUniform = uniformLocation("normalMatrix"); lightUniform = uniformLocation("light"); diffuseColorUniform = uniformLocation("diffuseColor"); ambientColorUniform = uniformLocation("ambientColor"); specularColorUniform = uniformLocation("specularColor"); lightColorUniform = uniformLocation("lightColor"); shininessUniform = uniformLocation("shininess"); } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setAmbientColor({}); setSpecularColor(Vector3(1.0f)); setLightColor(Vector3(1.0f)); setShininess(80.0f); #endif } }}