#ifndef Magnum_Shaders_PhongShader_h #define Magnum_Shaders_PhongShader_h /* 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. */ /** @file * @brief Class Magnum::Shaders::PhongShader */ #include "Math/Matrix4.h" #include "AbstractShaderProgram.h" #include "Color.h" #include "magnumShadersVisibility.h" namespace Magnum { namespace Shaders { /** @brief Phong shader If supported, uses GLSL 3.20 and @extension{ARB,explicit_attrib_location}, otherwise falls back to GLSL 1.20. */ class MAGNUM_SHADERS_EXPORT PhongShader: public AbstractShaderProgram { public: typedef Attribute<0, Point3D> Position; /**< @brief Vertex position */ typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */ explicit PhongShader(); /** * @brief Set ambient color * @return Pointer to self (for method chaining) * * If not set, default value is `(0.0f, 0.0f, 0.0f)`. */ inline PhongShader* setAmbientColor(const Color3<>& color) { setUniform(ambientColorUniform, color); return this; } /** * @brief Set diffuse color * @return Pointer to self (for method chaining) */ inline PhongShader* setDiffuseColor(const Color3<>& color) { setUniform(diffuseColorUniform, color); return this; } /** * @brief Set specular color * @return Pointer to self (for method chaining) * * If not set, default value is `(1.0f, 1.0f, 1.0f)`. */ inline PhongShader* setSpecularColor(const Color3<>& color) { setUniform(specularColorUniform, color); return this; } /** * @brief Set shininess * @return Pointer to self (for method chaining) * * The larger value, the harder surface (smaller specular highlight). * If not set, default value is `80.0f`. */ inline PhongShader* setShininess(GLfloat shininess) { setUniform(shininessUniform, shininess); return this; } /** * @brief Set transformation and normal matrix * @return Pointer to self (for method chaining) */ inline PhongShader* setTransformationMatrix(const Matrix4& matrix) { setUniform(transformationMatrixUniform, matrix); setUniform(normalMatrixUniform, matrix.rotation()); return this; } /** * @brief Set projection matrix * @return Pointer to self (for method chaining) */ inline PhongShader* setProjectionMatrix(const Matrix4& matrix) { setUniform(projectionMatrixUniform, matrix); return this; } /** * @brief Set light position * @return Pointer to self (for method chaining) */ inline PhongShader* setLightPosition(const Vector3& light) { setUniform(lightUniform, light); return this; } /** * @brief Set light color * @return Pointer to self (for method chaining) * * If not set, default value is `(1.0f, 1.0f, 1.0f)`. */ inline PhongShader* setLightColor(const Color3<>& color) { setUniform(lightColorUniform, color); return this; } private: GLint transformationMatrixUniform, projectionMatrixUniform, normalMatrixUniform, lightUniform, diffuseColorUniform, ambientColorUniform, specularColorUniform, lightColorUniform, shininessUniform; }; }} #endif