mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1425 lines
66 KiB
1425 lines
66 KiB
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
|
2020, 2021, 2022, 2023, 2024 |
|
Vladimír Vondruš <mosra@centrum.cz> |
|
Copyright © 2020 Jonathan Hale <squareys@googlemail.com> |
|
Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com> |
|
|
|
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 "PhongGL.h" |
|
|
|
#if defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_BUILD_DEPRECATED) |
|
#include <Corrade/Containers/Array.h> |
|
#endif |
|
#include <Corrade/Containers/EnumSet.hpp> |
|
#include <Corrade/Containers/Iterable.h> |
|
#include <Corrade/Containers/String.h> |
|
#include <Corrade/Utility/Format.h> |
|
#include <Corrade/Utility/Resource.h> |
|
|
|
#include "Magnum/GL/Context.h" |
|
#include "Magnum/GL/Extensions.h" |
|
#include "Magnum/GL/Shader.h" |
|
#include "Magnum/GL/Texture.h" |
|
#include "Magnum/Math/Color.h" |
|
#include "Magnum/Math/Matrix3.h" |
|
#include "Magnum/Math/Matrix4.h" |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#include "Magnum/GL/Buffer.h" |
|
#include "Magnum/GL/TextureArray.h" |
|
#endif |
|
|
|
#ifdef MAGNUM_BUILD_STATIC |
|
static void importShaderResources() { |
|
CORRADE_RESOURCE_INITIALIZE(MagnumShaders_RESOURCES_GL) |
|
} |
|
#endif |
|
|
|
namespace Magnum { namespace Shaders { |
|
|
|
using namespace Containers::Literals; |
|
|
|
namespace { |
|
enum: Int { |
|
AmbientTextureUnit = 0, |
|
DiffuseTextureUnit = 1, |
|
SpecularTextureUnit = 2, |
|
NormalTextureUnit = 3, |
|
/* 4 taken by MeshVisualizer colormap */ |
|
ObjectIdTextureUnit = 5 /* shared with Flat and MeshVisualizer */ |
|
}; |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
enum: Int { |
|
/* Projection, transformation, texture transformation and joints is |
|
slots 0, 1, 3, 6 in all shaders so shaders can be switched without |
|
rebinding everything */ |
|
ProjectionBufferBinding = 0, |
|
TransformationBufferBinding = 1, |
|
DrawBufferBinding = 2, |
|
TextureTransformationBufferBinding = 3, |
|
MaterialBufferBinding = 4, |
|
LightBufferBinding = 5, |
|
JointBufferBinding = 6, |
|
}; |
|
#endif |
|
} |
|
|
|
PhongGL::CompileState PhongGL::compile(const Configuration& configuration) { |
|
#ifndef CORRADE_NO_ASSERT |
|
{ |
|
const bool textureTransformationNotEnabledOrTextured = !(configuration.flags() & Flag::TextureTransformation) || (configuration.flags() & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|| configuration.flags() >= Flag::ObjectIdTexture |
|
#endif |
|
; |
|
CORRADE_ASSERT(textureTransformationNotEnabledOrTextured, |
|
"Shaders::PhongGL: texture transformation enabled but the shader is not textured", CompileState{NoCreate}); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::InstancedObjectId) || !(configuration.flags() & Flag::Bitangent), |
|
"Shaders::PhongGL: Bitangent attribute binding conflicts with the ObjectId attribute, use a Tangent4 attribute with instanced object ID rendering instead", CompileState{NoCreate}); |
|
#endif |
|
|
|
#ifndef CORRADE_NO_ASSERT |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(!(configuration.flags() >= Flag::ShaderStorageBuffers)) |
|
#endif |
|
{ |
|
CORRADE_ASSERT(configuration.perDrawLightCount() <= configuration.lightCount(), |
|
"Shaders::PhongGL: per-draw light count expected to not be larger than total count of" << configuration.lightCount() << Debug::nospace << ", got" << configuration.perDrawLightCount(), CompileState{NoCreate}); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!configuration.jointCount() == (!configuration.perVertexJointCount() && !configuration.secondaryPerVertexJointCount()), |
|
"Shaders::PhongGL: joint count can't be zero if per-vertex joint count is non-zero", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), |
|
"Shaders::PhongGL: material count can't be zero", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), |
|
"Shaders::PhongGL: draw count can't be zero", CompileState{NoCreate}); |
|
#endif |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::TextureArrays) || (configuration.flags() & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)) || configuration.flags() >= Flag::ObjectIdTexture, |
|
"Shaders::PhongGL: texture arrays enabled but the shader is not textured", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::UniformBuffers) || !(configuration.flags() & Flag::TextureArrays) || configuration.flags() >= (Flag::TextureArrays|Flag::TextureTransformation), |
|
"Shaders::PhongGL: texture arrays require texture transformation enabled as well if uniform buffers are used", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::LightCulling) || (configuration.flags() & Flag::UniformBuffers), |
|
"Shaders::PhongGL: light culling requires uniform buffers to be enabled", CompileState{NoCreate}); |
|
#endif |
|
|
|
CORRADE_ASSERT(!(configuration.flags() & Flag::SpecularTexture) || !(configuration.flags() & (Flag::NoSpecular)), |
|
"Shaders::PhongGL: specular texture requires the shader to not have specular disabled", CompileState{NoCreate}); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::DynamicPerVertexJointCount) || (configuration.perVertexJointCount() || configuration.secondaryPerVertexJointCount()), |
|
"Shaders::PhongGL: dynamic per-vertex joint count enabled for zero joints", CompileState{NoCreate}); |
|
CORRADE_ASSERT(!(configuration.flags() & Flag::InstancedTransformation) || !configuration.secondaryPerVertexJointCount(), |
|
"Shaders::PhongGL: TransformationMatrix attribute binding conflicts with the SecondaryJointIds / SecondaryWeights attributes, use a non-instanced rendering with secondary weights instead", CompileState{NoCreate}); |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(configuration.flags() >= Flag::ObjectId) |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::gpu_shader4); |
|
if(configuration.flags() >= Flag::UniformBuffers) |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(configuration.flags() >= Flag::ShaderStorageBuffers) { |
|
#ifndef MAGNUM_TARGET_GLES |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_storage_buffer_object); |
|
#else |
|
MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GLES310); |
|
#endif |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::MultiDraw) { |
|
#ifndef MAGNUM_TARGET_GLES |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); |
|
#elif !defined(MAGNUM_TARGET_WEBGL) |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); |
|
#else |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); |
|
#endif |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(configuration.flags() >= Flag::TextureArrays) |
|
MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::texture_array); |
|
#endif |
|
|
|
#ifdef MAGNUM_BUILD_STATIC |
|
/* Import resources on static build, if not already */ |
|
if(!Utility::Resource::hasGroup("MagnumShadersGL"_s)) |
|
importShaderResources(); |
|
#endif |
|
Utility::Resource rs("MagnumShadersGL"_s); |
|
|
|
const GL::Context& context = GL::Context::current(); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
|
#else |
|
const GL::Version version = context.supportedVersion({ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
GL::Version::GLES310, |
|
#endif |
|
GL::Version::GLES300, GL::Version::GLES200}); |
|
#endif |
|
|
|
PhongGL out{NoInit}; |
|
out._flags = configuration.flags(); |
|
out._lightCount = configuration.lightCount(); |
|
out._perDrawLightCount = configuration.perDrawLightCount(); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
out._jointCount = configuration.jointCount(); |
|
out._perVertexJointCount = configuration.perVertexJointCount(); |
|
out._secondaryPerVertexJointCount = configuration.secondaryPerVertexJointCount(); |
|
out._materialCount = configuration.materialCount(); |
|
out._drawCount = configuration.drawCount(); |
|
#endif |
|
out._lightColorsUniform = out._lightPositionsUniform + Int(configuration.lightCount()); |
|
out._lightSpecularColorsUniform = out._lightColorsUniform + Int(configuration.lightCount()); |
|
out._lightRangesUniform = out._lightSpecularColorsUniform + Int(configuration.lightCount()); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
out._jointMatricesUniform = out._lightRangesUniform + Int(configuration.lightCount()); |
|
out._perInstanceJointCountUniform = out._jointMatricesUniform + configuration.jointCount(); |
|
out._perVertexJointCountUniform = configuration.flags() >= Flag::UniformBuffers ? |
|
1 : out._perInstanceJointCountUniform + 1; |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/* Initializer for the light color / position / range arrays -- we need a |
|
list of initializers joined by commas. For GLES we'll simply upload the |
|
values directly. */ |
|
Containers::String lightInitializer; |
|
if(!(configuration.flags() >= Flag::UniformBuffers) && configuration.lightCount()) |
|
lightInitializer = Utility::format( |
|
"#define LIGHT_POSITION_INITIALIZER {}\n" |
|
"#define LIGHT_COLOR_INITIALIZER {}\n" |
|
"#define LIGHT_RANGE_INITIALIZER {}\n", |
|
("vec4(0.0, 0.0, 1.0, 0.0), "_s*configuration.lightCount()).exceptSuffix(2), |
|
("vec3(1.0), "_s*configuration.lightCount()).exceptSuffix(2), |
|
/* While 1.0/0.0 works on certain drivers such as Mesa and produces |
|
+inf, on NVidia it produces a NaN. Working around it by making |
|
the divisor non-zero. The PhongGLTest::renderLights() then |
|
verifies that both the default and explicitly passed |
|
Constants::pi() give the same result. */ |
|
("1.0/0.000000000000000000000001, "_s*configuration.lightCount()).exceptSuffix(2)); |
|
#endif |
|
|
|
GL::Shader vert{version, GL::Shader::Type::Vertex}; |
|
vert.addSource(rs.getString("compatibility.glsl"_s)) |
|
.addSource((configuration.flags() & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|| configuration.flags() >= Flag::ObjectIdTexture |
|
#endif |
|
) ? "#define TEXTURED\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::Bitangent ? "#define BITANGENT\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::VertexColor ? "#define VERTEX_COLOR\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n"_s : ""_s) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
.addSource(configuration.flags() & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
|
#endif |
|
.addSource(configuration.perDrawLightCount() ? "#define HAS_LIGHTS\n"_s : ""_s) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
.addSource(configuration.flags() >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
|
#endif |
|
.addSource(configuration.flags() & Flag::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n"_s : ""_s) |
|
.addSource(configuration.flags() >= Flag::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n"_s : ""_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.perVertexJointCount() || configuration.secondaryPerVertexJointCount()) { |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* The _LOCATION are needed only in the non-UBO case if explicit |
|
uniform location (desktop / ES3.1) is supported, and _INITIALIZER is |
|
desktop-only, so don't even have this branch on WebGL. OTOH, |
|
branching on explicit uniform location support and adding just the |
|
_INITIALIZER if not wouldn't really save much (have to format() |
|
anyway), so passing them always. */ |
|
if(!(configuration.flags() >= Flag::UniformBuffers)) { |
|
vert.addSource(Utility::format( |
|
"#define JOINT_COUNT {}\n" |
|
"#define PER_VERTEX_JOINT_COUNT {}u\n" |
|
"#define SECONDARY_PER_VERTEX_JOINT_COUNT {}u\n" |
|
"#define JOINT_MATRICES_LOCATION {}\n" |
|
#ifndef MAGNUM_TARGET_GLES |
|
"#define JOINT_MATRIX_INITIALIZER {}\n" |
|
#endif |
|
"#define PER_INSTANCE_JOINT_COUNT_LOCATION {}\n", |
|
configuration.jointCount(), |
|
configuration.perVertexJointCount(), |
|
configuration.secondaryPerVertexJointCount(), |
|
out._jointMatricesUniform, |
|
#ifndef MAGNUM_TARGET_GLES |
|
("mat4(1.0), "_s*configuration.jointCount()).exceptSuffix(2), |
|
#endif |
|
out._perInstanceJointCountUniform)); |
|
} else |
|
#endif |
|
{ |
|
vert.addSource(Utility::format( |
|
/* SSBOs have an unbounded joints array */ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
configuration.flags() >= Flag::ShaderStorageBuffers ? |
|
"#define PER_VERTEX_JOINT_COUNT {1}u\n" |
|
"#define SECONDARY_PER_VERTEX_JOINT_COUNT {2}u\n" : |
|
#endif |
|
"#define JOINT_COUNT {}\n" |
|
"#define PER_VERTEX_JOINT_COUNT {1}u\n" |
|
"#define SECONDARY_PER_VERTEX_JOINT_COUNT {2}u\n", |
|
configuration.jointCount(), |
|
configuration.perVertexJointCount(), |
|
configuration.secondaryPerVertexJointCount())); |
|
} |
|
} |
|
if(configuration.flags() >= Flag::DynamicPerVertexJointCount) { |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* The _LOCATION is needed only if explicit uniform location (desktop / |
|
ES3.1) is supported, a plain string can be added otherwise. This is |
|
an immediate uniform also in the UBO / SSBO case. */ |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version)) |
|
#else |
|
if(version >= GL::Version::GLES310) |
|
#endif |
|
{ |
|
vert.addSource(Utility::format( |
|
"#define DYNAMIC_PER_VERTEX_JOINT_COUNT\n" |
|
"#define PER_VERTEX_JOINT_COUNT_LOCATION {}\n", |
|
out._perVertexJointCountUniform)); |
|
} else |
|
#endif |
|
{ |
|
vert.addSource("#define DYNAMIC_PER_VERTEX_JOINT_COUNT\n"_s); |
|
} |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) { |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* SSBOs have unbounded per-draw arrays so just a plain string can be |
|
passed */ |
|
if(configuration.flags() >= Flag::ShaderStorageBuffers) { |
|
vert.addSource( |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define SHADER_STORAGE_BUFFERS\n"_s); |
|
} else |
|
#endif |
|
{ |
|
vert.addSource(Utility::format( |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define DRAW_COUNT {}\n", |
|
configuration.drawCount())); |
|
} |
|
vert.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
|
} |
|
#endif |
|
vert.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("Phong.vert"_s)) |
|
.submitCompile(); |
|
|
|
GL::Shader frag{version, GL::Shader::Type::Fragment}; |
|
frag.addSource(rs.getString("compatibility.glsl"_s)) |
|
.addSource(configuration.flags() & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n"_s : ""_s) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
.addSource(configuration.flags() & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
|
#endif |
|
.addSource(configuration.flags() & Flag::Bitangent ? "#define BITANGENT\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::VertexColor ? "#define VERTEX_COLOR\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::DoubleSided ? "#define DOUBLE_SIDED\n"_s : ""_s) |
|
.addSource(configuration.flags() & Flag::AlphaMask ? "#define ALPHA_MASK\n"_s : ""_s) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
.addSource(configuration.flags() & Flag::ObjectId ? "#define OBJECT_ID\n"_s : ""_s) |
|
.addSource(configuration.flags() >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n"_s : ""_s) |
|
.addSource(configuration.flags() >= Flag::ObjectIdTexture ? "#define OBJECT_ID_TEXTURE\n"_s : ""_s) |
|
#endif |
|
.addSource(configuration.flags() & Flag::NoSpecular ? "#define NO_SPECULAR\n"_s : ""_s) |
|
; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() >= Flag::UniformBuffers) { |
|
frag.addSource(Utility::format( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* SSBOs have unbounded per-draw, material and light arrays */ |
|
configuration.flags() >= Flag::ShaderStorageBuffers ? |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define SHADER_STORAGE_BUFFERS\n" |
|
"#define PER_DRAW_LIGHT_COUNT {3}\n" : |
|
#endif |
|
"#define UNIFORM_BUFFERS\n" |
|
"#define DRAW_COUNT {0}\n" |
|
"#define MATERIAL_COUNT {1}\n" |
|
"#define LIGHT_COUNT {2}\n" |
|
"#define PER_DRAW_LIGHT_COUNT {3}\n", |
|
configuration.drawCount(), |
|
configuration.materialCount(), |
|
configuration.lightCount(), |
|
configuration.perDrawLightCount())); |
|
frag.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s) |
|
.addSource(configuration.flags() >= Flag::LightCulling ? "#define LIGHT_CULLING\n"_s : ""_s); |
|
} else |
|
#endif |
|
{ |
|
/* The _LOCATION are needed only if explicit uniform location (desktop |
|
/ ES3.1) is supported, thus not even defining them on ES2 & WebGL. |
|
OTOH, branching on explicit uniform location support and adding just |
|
the first two wouldn't really save much (have to format() anyway), |
|
so passing them otherwise always. */ |
|
frag.addSource(Utility::format( |
|
"#define LIGHT_COUNT {}\n" |
|
"#define PER_DRAW_LIGHT_COUNT {}\n" |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
"#define LIGHT_COLORS_LOCATION {}\n" |
|
"#define LIGHT_SPECULAR_COLORS_LOCATION {}\n" |
|
"#define LIGHT_RANGES_LOCATION {}\n" |
|
#endif |
|
, |
|
configuration.lightCount(), |
|
configuration.perDrawLightCount() |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
, |
|
out._lightColorsUniform, |
|
out._lightSpecularColorsUniform, |
|
out._lightRangesUniform |
|
#endif |
|
)); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!(configuration.flags() >= Flag::UniformBuffers) && configuration.lightCount()) |
|
frag.addSource(Utility::move(lightInitializer)); |
|
#endif |
|
frag.addSource(rs.getString("generic.glsl"_s)) |
|
.addSource(rs.getString("Phong.frag"_s)) |
|
.submitCompile(); |
|
|
|
out.attachShaders({vert, frag}); |
|
|
|
/* ES3 has this done in the shader directly and doesn't even provide |
|
bindFragmentDataLocation() */ |
|
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
|
#ifndef MAGNUM_TARGET_GLES |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
|
#endif |
|
{ |
|
out.bindAttributeLocation(Position::Location, "position"_s); |
|
if(configuration.perDrawLightCount()) |
|
out.bindAttributeLocation(Normal::Location, "normal"_s); |
|
if((configuration.flags() & Flag::NormalTexture) && configuration.perDrawLightCount()) { |
|
out.bindAttributeLocation(Tangent::Location, "tangent"_s); |
|
if(configuration.flags() & Flag::Bitangent) |
|
out.bindAttributeLocation(Bitangent::Location, "bitangent"_s); |
|
} |
|
if(configuration.flags() & Flag::VertexColor) |
|
out.bindAttributeLocation(Color3::Location, "vertexColor"_s); /* Color4 is the same */ |
|
if(configuration.flags() & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
|| configuration.flags() >= Flag::ObjectIdTexture |
|
#endif |
|
) |
|
out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(configuration.flags() & Flag::ObjectId) { |
|
out.bindFragmentDataLocation(ColorOutput, "color"_s); |
|
out.bindFragmentDataLocation(ObjectIdOutput, "objectId"_s); |
|
} |
|
if(configuration.flags() >= Flag::InstancedObjectId) |
|
out.bindAttributeLocation(ObjectId::Location, "instanceObjectId"_s); |
|
#endif |
|
if(configuration.flags() & Flag::InstancedTransformation) { |
|
out.bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"_s); |
|
if(configuration.perDrawLightCount()) |
|
out.bindAttributeLocation(NormalMatrix::Location, "instancedNormalMatrix"_s); |
|
} |
|
if(configuration.flags() >= Flag::InstancedTextureOffset) |
|
out.bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Configuration::setJointCount() checks that jointCount and |
|
perVertexJointCount / secondaryPerVertexJointCount are either all |
|
zero or non-zero so we don't need to check for jointCount() here */ |
|
if(configuration.perVertexJointCount()) { |
|
out.bindAttributeLocation(Weights::Location, "weights"_s); |
|
out.bindAttributeLocation(JointIds::Location, "jointIds"_s); |
|
} |
|
if(configuration.secondaryPerVertexJointCount()) { |
|
out.bindAttributeLocation(SecondaryWeights::Location, "secondaryWeights"_s); |
|
out.bindAttributeLocation(SecondaryJointIds::Location, "secondaryJointIds"_s); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
out.submitLink(); |
|
|
|
return CompileState{Utility::move(out), Utility::move(vert), Utility::move(frag) |
|
#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
|
, version |
|
#endif |
|
}; |
|
} |
|
|
|
PhongGL::CompileState PhongGL::compile() { |
|
return compile(Configuration{}); |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL::CompileState PhongGL::compile(const Flags flags, const UnsignedInt lightCount) { |
|
return compile(Configuration{} |
|
.setFlags(flags) |
|
.setLightCount(lightCount)); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::CompileState PhongGL::compile(const Flags flags, const UnsignedInt lightCount, const UnsignedInt materialCount, const UnsignedInt drawCount) { |
|
return compile(Configuration{} |
|
.setFlags(flags) |
|
.setLightCount(lightCount) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount)); |
|
} |
|
#endif |
|
#endif |
|
|
|
PhongGL::PhongGL(CompileState&& state): PhongGL{static_cast<PhongGL&&>(Utility::move(state))} { |
|
#ifdef CORRADE_GRACEFUL_ASSERT |
|
/* When graceful assertions fire from within compile(), we get a NoCreate'd |
|
CompileState. Exiting makes it possible to test the assert. */ |
|
if(!id()) return; |
|
#endif |
|
|
|
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
const GL::Context& context = GL::Context::current(); |
|
if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(state._version)) |
|
#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(state._version < GL::Version::GLES310) |
|
#endif |
|
{ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags >= Flag::DynamicPerVertexJointCount) |
|
_perVertexJointCountUniform = uniformLocation("perVertexJointCount"_s); |
|
if(_flags >= Flag::UniformBuffers) { |
|
if(_drawCount > 1 |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
|| flags() >= Flag::ShaderStorageBuffers |
|
#endif |
|
) _drawOffsetUniform = uniformLocation("drawOffset"_s); |
|
} else |
|
#endif |
|
{ |
|
_transformationMatrixUniform = uniformLocation("transformationMatrix"_s); |
|
if(_flags & Flag::TextureTransformation) |
|
_textureMatrixUniform = uniformLocation("textureMatrix"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags & Flag::TextureArrays) |
|
_textureLayerUniform = uniformLocation("textureLayer"_s); |
|
#endif |
|
_projectionMatrixUniform = uniformLocation("projectionMatrix"_s); |
|
_ambientColorUniform = uniformLocation("ambientColor"_s); |
|
if(_perDrawLightCount) { |
|
_normalMatrixUniform = uniformLocation("normalMatrix"_s); |
|
_diffuseColorUniform = uniformLocation("diffuseColor"_s); |
|
if(!(_flags & Flag::NoSpecular)) { |
|
_specularColorUniform = uniformLocation("specularColor"_s); |
|
_shininessUniform = uniformLocation("shininess"_s); |
|
} |
|
if(_flags & Flag::NormalTexture) |
|
_normalTextureScaleUniform = uniformLocation("normalTextureScale"_s); |
|
_lightPositionsUniform = uniformLocation("lightPositions"_s); |
|
_lightColorsUniform = uniformLocation("lightColors"_s); |
|
if(!(_flags & Flag::NoSpecular)) |
|
_lightSpecularColorsUniform = uniformLocation("lightSpecularColors"_s); |
|
_lightRangesUniform = uniformLocation("lightRanges"_s); |
|
} |
|
if(_flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask"_s); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId"_s); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
_jointMatricesUniform = uniformLocation("jointMatrices"_s); |
|
_perInstanceJointCountUniform = uniformLocation("perInstanceJointCount"_s); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
if(_flags && !context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(state._version)) |
|
#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
if(state._version < GL::Version::GLES310) |
|
#endif |
|
{ |
|
if(_flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"_s), AmbientTextureUnit); |
|
if(_perDrawLightCount) { |
|
if(_flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"_s), DiffuseTextureUnit); |
|
if(_flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"_s), SpecularTextureUnit); |
|
if(_flags & Flag::NormalTexture) setUniform(uniformLocation("normalTexture"_s), NormalTextureUnit); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags >= Flag::ObjectIdTexture) setUniform(uniformLocation("objectIdTextureData"_s), ObjectIdTextureUnit); |
|
/* SSBOs have bindings defined in the source always */ |
|
if(_flags >= Flag::UniformBuffers |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
&& !(_flags >= Flag::ShaderStorageBuffers) |
|
#endif |
|
) { |
|
setUniformBlockBinding(uniformBlockIndex("Projection"_s), ProjectionBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Transformation"_s), TransformationBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); |
|
setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); |
|
if(_flags & Flag::TextureTransformation) |
|
setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); |
|
if(_lightCount) |
|
setUniformBlockBinding(uniformBlockIndex("Light"_s), LightBufferBinding); |
|
if(_jointCount) |
|
setUniformBlockBinding(uniformBlockIndex("Joint"_s), JointBufferBinding); |
|
} |
|
#endif |
|
} |
|
|
|
/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
|
#ifdef MAGNUM_TARGET_GLES |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags >= Flag::DynamicPerVertexJointCount) |
|
setPerVertexJointCount(_perVertexJointCount, _secondaryPerVertexJointCount); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_flags >= Flag::UniformBuffers) { |
|
/* Draw offset is zero by default */ |
|
} else |
|
#endif |
|
{ |
|
/* Default to fully opaque white so we can see the textures */ |
|
if(_flags & Flag::AmbientTexture) setAmbientColor(Magnum::Color4{1.0f}); |
|
else setAmbientColor(Magnum::Color4{0.0f}); |
|
setTransformationMatrix(Matrix4{Math::IdentityInit}); |
|
setProjectionMatrix(Matrix4{Math::IdentityInit}); |
|
if(_lightCount) { |
|
setDiffuseColor(Magnum::Color4{1.0f}); |
|
if(!(_flags & Flag::NoSpecular)) { |
|
setSpecularColor(Magnum::Color4{1.0f, 0.0f}); |
|
setShininess(80.0f); |
|
} |
|
if(_flags & Flag::NormalTexture) |
|
setNormalTextureScale(1.0f); |
|
setLightPositions(Containers::Array<Vector4>{DirectInit, _lightCount, Vector4{0.0f, 0.0f, 1.0f, 0.0f}}); |
|
Containers::Array<Magnum::Color3> colors{DirectInit, _lightCount, Magnum::Color3{1.0f}}; |
|
setLightColors(colors); |
|
if(!(_flags & Flag::NoSpecular)) |
|
setLightSpecularColors(colors); |
|
setLightRanges(Containers::Array<Float>{DirectInit, _lightCount, Constants::inf()}); |
|
/* Light position is zero by default */ |
|
setNormalMatrix(Matrix3x3{Math::IdentityInit}); |
|
} |
|
if(_flags & Flag::TextureTransformation) |
|
setTextureMatrix(Matrix3{Math::IdentityInit}); |
|
/* Texture layer is zero by default */ |
|
if(_flags & Flag::AlphaMask) setAlphaMask(0.5f); |
|
/* Object ID is zero by default */ |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
if(_jointCount) { |
|
setJointMatrices(Containers::Array<Matrix4>{DirectInit, _jointCount, Math::IdentityInit}); |
|
/* Per-instance joint count is zero by default */ |
|
} |
|
#endif |
|
} |
|
#endif |
|
} |
|
|
|
PhongGL::PhongGL(const Configuration& configuration): PhongGL{compile(configuration)} {} |
|
|
|
PhongGL::PhongGL(): PhongGL{Configuration{}} {} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL::PhongGL(const Flags flags, const UnsignedInt lightCount): PhongGL{Configuration{} |
|
.setFlags(flags) |
|
.setLightCount(lightCount)} {} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::PhongGL(const Flags flags, const UnsignedInt lightCount, const UnsignedInt materialCount, const UnsignedInt drawCount): PhongGL{compile(Configuration{} |
|
.setFlags(flags) |
|
.setLightCount(lightCount) |
|
.setMaterialCount(materialCount) |
|
.setDrawCount(drawCount))} {} |
|
#endif |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setPerVertexJointCount(const UnsignedInt count, const UnsignedInt secondaryCount) { |
|
CORRADE_ASSERT(_flags >= Flag::DynamicPerVertexJointCount, |
|
"Shaders::PhongGL::setPerVertexJointCount(): the shader was not created with dynamic per-vertex joint count enabled", *this); |
|
CORRADE_ASSERT(count <= _perVertexJointCount, |
|
"Shaders::PhongGL::setPerVertexJointCount(): expected at most" << _perVertexJointCount << "per-vertex joints, got" << count, *this); |
|
CORRADE_ASSERT(secondaryCount <= _secondaryPerVertexJointCount, |
|
"Shaders::PhongGL::setPerVertexJointCount(): expected at most" << _secondaryPerVertexJointCount << "secondary per-vertex joints, got" << secondaryCount, *this); |
|
setUniform(_perVertexJointCountUniform, Vector2ui{count, secondaryCount}); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setAmbientColor(const Magnum::Color4& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setAmbientColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_ambientColorUniform, color); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setDiffuseColor(const Magnum::Color4& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setDiffuseColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
if(_perDrawLightCount) setUniform(_diffuseColorUniform, color); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setSpecularColor(const Magnum::Color4& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setSpecularColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setSpecularColor(): the shader was created with specular disabled", *this); |
|
if(_perDrawLightCount) setUniform(_specularColorUniform, color); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setShininess(Float shininess) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setShininess(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setShininess(): the shader was created with specular disabled", *this); |
|
if(_perDrawLightCount) setUniform(_shininessUniform, shininess); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setNormalTextureScale(const Float scale) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setNormalTextureScale(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::setNormalTextureScale(): the shader was not created with normal texture enabled", *this); |
|
if(_perDrawLightCount) setUniform(_normalTextureScaleUniform, scale); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setAlphaMask(Float mask) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setAlphaMask(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::AlphaMask, |
|
"Shaders::PhongGL::setAlphaMask(): the shader was not created with alpha mask enabled", *this); |
|
setUniform(_alphaMaskUniform, mask); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setObjectId(UnsignedInt id) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setObjectId(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::ObjectId, |
|
"Shaders::PhongGL::setObjectId(): the shader was not created with object ID enabled", *this); |
|
setUniform(_objectIdUniform, id); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setTransformationMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTransformationMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_transformationMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setNormalMatrix(const Matrix3x3& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setNormalMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
if(_perDrawLightCount) setUniform(_normalMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setProjectionMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_projectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setTextureMatrix(const Matrix3& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
|
setUniform(_textureMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setTextureLayer(UnsignedInt id) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTextureLayer(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::setTextureLayer(): the shader was not created with texture arrays enabled", *this); |
|
setUniform(_textureLayerUniform, id); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector4> positions) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightPositions(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == positions.size(), |
|
"Shaders::PhongGL::setLightPositions(): expected" << _lightCount << "items but got" << positions.size(), *this); |
|
if(_lightCount) setUniform(_lightPositionsUniform, positions); |
|
return *this; |
|
} |
|
|
|
/* It's light, but can't be in the header because MSVC needs to know the size |
|
of Vector3 for the initializer list use */ |
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector4> positions) { |
|
return setLightPositions(Containers::arrayView(positions)); |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector3> positions) { |
|
Containers::Array<Vector4> fourComponent{NoInit, positions.size()}; |
|
for(std::size_t i = 0; i != positions.size(); ++i) |
|
fourComponent[i] = Vector4{positions[i], 0.0f}; |
|
setLightPositions(fourComponent); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector3> positions) { |
|
CORRADE_IGNORE_DEPRECATED_PUSH |
|
return setLightPositions(Containers::arrayView(positions)); |
|
CORRADE_IGNORE_DEPRECATED_POP |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightPosition(const UnsignedInt id, const Vector4& position) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightPosition(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightPosition(): light ID" << id << "is out of range for" << _lightCount << "lights", *this); |
|
setUniform(_lightPositionsUniform + id, position); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightPosition(UnsignedInt id, const Vector3& position) { |
|
return setLightPosition(id, Vector4{position, 0.0f}); |
|
} |
|
|
|
PhongGL& PhongGL::setLightPosition(const Vector3& position) { |
|
/* Use the list variant to check the shader really has just one light */ |
|
return setLightPositions({Vector4{position, 0.0f}}); |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color3> colors) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightColors(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == colors.size(), |
|
"Shaders::PhongGL::setLightColors(): expected" << _lightCount << "items but got" << colors.size(), *this); |
|
if(_lightCount) setUniform(_lightColorsUniform, colors); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color4> colors) { |
|
Containers::Array<Magnum::Color3> threeComponent{NoInit, colors.size()}; |
|
for(std::size_t i = 0; i != colors.size(); ++i) |
|
threeComponent[i] = colors[i].rgb(); |
|
setLightColors(threeComponent); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color4> colors) { |
|
CORRADE_IGNORE_DEPRECATED_PUSH |
|
return setLightColors(Containers::arrayView(colors)); |
|
CORRADE_IGNORE_DEPRECATED_POP |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color3> colors) { |
|
return setLightColors(Containers::arrayView(colors)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightColor(const UnsignedInt id, const Magnum::Color3& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightColor(): light ID" << id << "is out of range for" << _lightCount << "lights", *this); |
|
setUniform(_lightColorsUniform + id, color); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightColor(UnsignedInt id, const Magnum::Color4& color) { |
|
return setLightColor(id, color.rgb()); |
|
} |
|
|
|
PhongGL& PhongGL::setLightColor(const Magnum::Color4& color) { |
|
/* Use the list variant to check the shader really has just one light */ |
|
return setLightColors({color.rgb()}); |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const Containers::ArrayView<const Magnum::Color3> colors) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightSpecularColors(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == colors.size(), |
|
"Shaders::PhongGL::setLightSpecularColors(): expected" << _lightCount << "items but got" << colors.size(), *this); |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setLightSpecularColors(): the shader was created with specular disabled", *this); |
|
if(_lightCount) setUniform(_lightSpecularColorsUniform, colors); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const std::initializer_list<Magnum::Color3> colors) { |
|
return setLightSpecularColors(Containers::arrayView(colors)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightSpecularColor(const UnsignedInt id, const Magnum::Color3& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightSpecularColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightSpecularColor(): light ID" << id << "is out of range for" << _lightCount << "lights", *this); |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setLightSpecularColor(): the shader was created with specular disabled", *this); |
|
setUniform(_lightSpecularColorsUniform + id, color); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightRanges(const Containers::ArrayView<const Float> ranges) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightRanges(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == ranges.size(), |
|
"Shaders::PhongGL::setLightRanges(): expected" << _lightCount << "items but got" << ranges.size(), *this); |
|
if(_lightCount) setUniform(_lightRangesUniform, ranges); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightRanges(const std::initializer_list<Float> ranges) { |
|
return setLightRanges(Containers::arrayView(ranges)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightRange(const UnsignedInt id, const Float range) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightRange(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightRange(): light ID" << id << "is out of range for" << _lightCount << "lights", *this); |
|
setUniform(_lightRangesUniform + id, range); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setJointMatrices(const Containers::ArrayView<const Matrix4> matrices) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setJointMatrices(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(matrices.size() <= _jointCount, |
|
"Shaders::PhongGL::setJointMatrices(): expected at most" << _jointCount << "items but got" << matrices.size(), *this); |
|
if(_jointCount) setUniform(_jointMatricesUniform, matrices); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setJointMatrices(const std::initializer_list<Matrix4> matrices) { |
|
return setJointMatrices(Containers::arrayView(matrices)); |
|
} |
|
|
|
PhongGL& PhongGL::setJointMatrix(const UnsignedInt id, const Matrix4& matrix) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setJointMatrix(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(id < _jointCount, |
|
"Shaders::PhongGL::setJointMatrix(): joint ID" << id << "is out of range for" << _jointCount << "joints", *this); |
|
setUniform(_jointMatricesUniform + id, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setPerInstanceJointCount(const UnsignedInt count) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setPerInstanceJointCount(): the shader was created with uniform buffers enabled", *this); |
|
setUniform(_perInstanceJointCountUniform, count); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setDrawOffset(const UnsignedInt offset) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
CORRADE_ASSERT(_flags >= Flag::ShaderStorageBuffers || offset < _drawCount, |
|
"Shaders::PhongGL::setDrawOffset(): draw offset" << offset << "is out of range for" << _drawCount << "draws", *this); |
|
#else |
|
CORRADE_ASSERT(offset < _drawCount, |
|
"Shaders::PhongGL::setDrawOffset(): draw offset" << offset << "is out of range for" << _drawCount << "draws", *this); |
|
#endif |
|
if(_drawCount > 1 |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
|| _flags >= Flag::ShaderStorageBuffers |
|
#endif |
|
) setUniform(_drawOffsetUniform, offset); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindProjectionBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, ProjectionBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, ProjectionBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTransformationBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, TransformationBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, TransformationBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindDrawBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, DrawBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindMaterialBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, MaterialBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindLightBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, LightBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindLightBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, LightBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindJointBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindJointBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, JointBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindJointBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindJointBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, JointBufferBinding, offset, size); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindAmbientTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::AmbientTexture, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
texture.bind(AmbientTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindAmbientTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::AmbientTexture, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
texture.bind(AmbientTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindDiffuseTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::DiffuseTexture, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_perDrawLightCount) texture.bind(DiffuseTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindDiffuseTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::DiffuseTexture, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_perDrawLightCount) texture.bind(DiffuseTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindSpecularTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::SpecularTexture, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_perDrawLightCount) texture.bind(SpecularTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindSpecularTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::SpecularTexture, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_perDrawLightCount) texture.bind(SpecularTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindNormalTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_perDrawLightCount) texture.bind(NormalTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindNormalTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_perDrawLightCount) texture.bind(NormalTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindObjectIdTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags >= Flag::ObjectIdTexture, |
|
"Shaders::PhongGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindObjectIdTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
texture.bind(ObjectIdTextureUnit); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindObjectIdTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags >= Flag::ObjectIdTexture, |
|
"Shaders::PhongGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindObjectIdTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
texture.bind(ObjectIdTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) { |
|
CORRADE_ASSERT(_flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture), |
|
"Shaders::PhongGL::bindTextures(): the shader was not created with any textures enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindTextures(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
GL::AbstractTexture::bind(AmbientTextureUnit, {ambient, diffuse, specular, normal}); |
|
return *this; |
|
} |
|
|
|
PhongGL::Configuration& PhongGL::Configuration::setLightCount(const UnsignedInt count, const UnsignedInt perDrawCount) { |
|
CORRADE_ASSERT(perDrawCount || !count, |
|
"Shaders::PhongGL::Configuration::setLightCount(): count has to be zero if per-draw count is zero", *this); |
|
_lightCount = count; |
|
_perDrawLightCount = perDrawCount; |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::Configuration& PhongGL::Configuration::setJointCount(UnsignedInt count, UnsignedInt perVertexCount, UnsignedInt secondaryPerVertexCount) { |
|
CORRADE_ASSERT(perVertexCount <= 4, |
|
"Shaders::PhongGL::Configuration::setJointCount(): expected at most 4 per-vertex joints, got" << perVertexCount, *this); |
|
CORRADE_ASSERT(secondaryPerVertexCount <= 4, |
|
"Shaders::PhongGL::Configuration::setJointCount(): expected at most 4 secondary per-vertex joints, got" << secondaryPerVertexCount, *this); |
|
CORRADE_ASSERT(perVertexCount || secondaryPerVertexCount || !count, |
|
"Shaders::PhongGL::Configuration::setJointCount(): count has to be zero if per-vertex joint count is zero", *this); |
|
_jointCount = count; |
|
_perVertexJointCount = perVertexCount; |
|
_secondaryPerVertexJointCount = secondaryPerVertexCount; |
|
return *this; |
|
} |
|
#endif |
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flag value) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Special case coming from the Flags printer. As both flags are a superset |
|
of ObjectId, printing just one would result in |
|
`Flag::InstancedObjectId|Flag(0x20000)` in the output. */ |
|
if(value == PhongGL::Flag(UnsignedInt(PhongGL::Flag::InstancedObjectId|PhongGL::Flag::ObjectIdTexture))) |
|
return debug << PhongGL::Flag::InstancedObjectId << Debug::nospace << "|" << Debug::nospace << PhongGL::Flag::ObjectIdTexture; |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* Similarly here, both are a superset of UniformBuffers */ |
|
if(value == PhongGL::Flag(UnsignedInt(PhongGL::Flag::MultiDraw|PhongGL::Flag::ShaderStorageBuffers))) |
|
return debug << PhongGL::Flag::MultiDraw << Debug::nospace << "|" << Debug::nospace << PhongGL::Flag::ShaderStorageBuffers; |
|
#endif |
|
#endif |
|
|
|
debug << "Shaders::PhongGL::Flag" << Debug::nospace; |
|
|
|
switch(value) { |
|
/* LCOV_EXCL_START */ |
|
#define _c(v) case PhongGL::Flag::v: return debug << "::" #v; |
|
_c(AmbientTexture) |
|
_c(DiffuseTexture) |
|
_c(SpecularTexture) |
|
_c(NormalTexture) |
|
_c(Bitangent) |
|
_c(AlphaMask) |
|
_c(VertexColor) |
|
_c(DoubleSided) |
|
_c(TextureTransformation) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(ObjectId) |
|
_c(InstancedObjectId) |
|
_c(ObjectIdTexture) |
|
#endif |
|
_c(InstancedTransformation) |
|
_c(InstancedTextureOffset) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(UniformBuffers) |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_c(ShaderStorageBuffers) |
|
#endif |
|
_c(MultiDraw) |
|
_c(TextureArrays) |
|
_c(LightCulling) |
|
#endif |
|
_c(NoSpecular) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(DynamicPerVertexJointCount) |
|
#endif |
|
#undef _c |
|
/* LCOV_EXCL_STOP */ |
|
} |
|
|
|
return debug << "(" << Debug::nospace << Debug::hex << UnsignedInt(value) << Debug::nospace << ")"; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flags value) { |
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::PhongGL::Flags{}", { |
|
PhongGL::Flag::AmbientTexture, |
|
PhongGL::Flag::DiffuseTexture, |
|
PhongGL::Flag::SpecularTexture, |
|
PhongGL::Flag::NormalTexture, |
|
PhongGL::Flag::Bitangent, |
|
PhongGL::Flag::AlphaMask, |
|
PhongGL::Flag::VertexColor, |
|
PhongGL::Flag::DoubleSided, |
|
PhongGL::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */ |
|
PhongGL::Flag::TextureTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Both are a superset of ObjectId, meaning printing just one would |
|
result in `Flag::InstancedObjectId|Flag(0x20000)` in the output. So |
|
we pass both and let the Flag printer deal with that. */ |
|
PhongGL::Flag(UnsignedInt(PhongGL::Flag::InstancedObjectId|PhongGL::Flag::ObjectIdTexture)), |
|
PhongGL::Flag::InstancedObjectId, /* Superset of ObjectId */ |
|
PhongGL::Flag::ObjectIdTexture, /* Superset of ObjectId */ |
|
PhongGL::Flag::ObjectId, |
|
#endif |
|
PhongGL::Flag::InstancedTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* Both are a superset of UniformBuffers; similarly to ObjectId above |
|
letting the Flag printer deal with that */ |
|
PhongGL::Flag(UnsignedInt(PhongGL::Flag::MultiDraw|PhongGL::Flag::ShaderStorageBuffers)), |
|
#endif |
|
PhongGL::Flag::MultiDraw, /* Superset of UniformBuffers */ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
PhongGL::Flag::ShaderStorageBuffers, /* Superset of UniformBuffers */ |
|
#endif |
|
PhongGL::Flag::UniformBuffers, |
|
PhongGL::Flag::TextureArrays, |
|
PhongGL::Flag::LightCulling, |
|
#endif |
|
PhongGL::Flag::NoSpecular, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::Flag::DynamicPerVertexJointCount, |
|
#endif |
|
}); |
|
} |
|
|
|
}}
|
|
|