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139 lines
4.2 KiB
139 lines
4.2 KiB
#ifndef Magnum_Shaders_PhongShader_h |
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#define Magnum_Shaders_PhongShader_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::Shaders::PhongShader |
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*/ |
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#include "Math/Matrix4.h" |
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#include "AbstractShaderProgram.h" |
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#include "Color.h" |
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#include "magnumShadersVisibility.h" |
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namespace Magnum { namespace Shaders { |
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/** |
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@brief Phong shader |
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If supported, uses GLSL 3.20 and @extension{ARB,explicit_attrib_location}, |
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otherwise falls back to GLSL 1.20. |
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*/ |
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class MAGNUM_SHADERS_EXPORT PhongShader: public AbstractShaderProgram { |
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public: |
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typedef Attribute<0, Point3D> Position; /**< @brief Vertex position */ |
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typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */ |
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explicit PhongShader(); |
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/** |
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* @brief Set ambient color |
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* @return Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(0.0f, 0.0f, 0.0f)`. |
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*/ |
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inline PhongShader* setAmbientColor(const Color3<>& color) { |
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setUniform(ambientColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set diffuse color |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline PhongShader* setDiffuseColor(const Color3<>& color) { |
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setUniform(diffuseColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set specular color |
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* @return Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`. |
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*/ |
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inline PhongShader* setSpecularColor(const Color3<>& color) { |
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setUniform(specularColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set shininess |
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* @return Pointer to self (for method chaining) |
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* |
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* The larger value, the harder surface (smaller specular highlight). |
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* If not set, default value is `80.0f`. |
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*/ |
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inline PhongShader* setShininess(GLfloat shininess) { |
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setUniform(shininessUniform, shininess); |
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return this; |
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} |
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/** |
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* @brief Set transformation and normal matrix |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline PhongShader* setTransformationMatrix(const Matrix4& matrix) { |
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setUniform(transformationMatrixUniform, matrix); |
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setUniform(normalMatrixUniform, matrix.rotation()); |
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return this; |
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} |
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/** |
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* @brief Set projection matrix |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline PhongShader* setProjectionMatrix(const Matrix4& matrix) { |
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setUniform(projectionMatrixUniform, matrix); |
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return this; |
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} |
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/** |
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* @brief Set light position |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline PhongShader* setLightPosition(const Vector3& light) { |
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setUniform(lightUniform, light); |
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return this; |
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} |
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/** |
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* @brief Set light color |
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* @return Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`. |
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*/ |
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inline PhongShader* setLightColor(const Color3<>& color) { |
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setUniform(lightColorUniform, color); |
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return this; |
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} |
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private: |
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GLint transformationMatrixUniform, |
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projectionMatrixUniform, |
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normalMatrixUniform, |
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lightUniform, |
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diffuseColorUniform, |
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ambientColorUniform, |
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specularColorUniform, |
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lightColorUniform, |
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shininessUniform; |
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}; |
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}} |
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#endif
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