/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš 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. */ #include "Phong.h" #include #include "Magnum/Context.h" #include "Magnum/Extensions.h" #include "Magnum/Shader.h" namespace Magnum { namespace Shaders { Phong::Phong(const Flags flags): transformationMatrixUniform(0), projectionMatrixUniform(1), normalMatrixUniform(2), lightUniform(3), diffuseColorUniform(4), ambientColorUniform(5), specularColorUniform(6), lightColorUniform(7), shininessUniform(8), _flags(flags) { Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES const Version version = Context::current()->supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210}); #else const Version version = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vert(version, Shader::Type::Vertex); vert.addSource(flags ? "#define TEXTURED\n" : "") .addSource(rs.get("compatibility.glsl")) .addSource(rs.get("generic.glsl")) .addSource(rs.get("Phong.vert")); CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile()); attachShader(vert); Shader frag(version, Shader::Type::Fragment); frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "") .addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "") .addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "") .addSource(rs.get("compatibility.glsl")) .addSource(rs.get("Phong.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile()); attachShader(frag); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported(version)) #else if(!Context::current()->isVersionSupported(Version::GLES300)) #endif { bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Normal::Location, "normal"); if(flags) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); } CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported(version)) #endif { transformationMatrixUniform = uniformLocation("transformationMatrix"); projectionMatrixUniform = uniformLocation("projectionMatrix"); normalMatrixUniform = uniformLocation("normalMatrix"); lightUniform = uniformLocation("light"); if(!(flags & Flag::AmbientTexture)) ambientColorUniform = uniformLocation("ambientColor"); if(!(flags & Flag::DiffuseTexture)) diffuseColorUniform = uniformLocation("diffuseColor"); if(!(flags & Flag::SpecularTexture)) specularColorUniform = uniformLocation("specularColor"); lightColorUniform = uniformLocation("lightColor"); shininessUniform = uniformLocation("shininess"); } #ifndef MAGNUM_TARGET_GLES if(flags && !Context::current()->isExtensionSupported(version)) #endif { if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureLayer); if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer); if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureLayer); } /* 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 } }}