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237 lines
7.5 KiB
237 lines
7.5 KiB
#ifndef Magnum_Shaders_Phong_h |
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#define Magnum_Shaders_Phong_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class Magnum::Shaders::Phong |
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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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Uses ambient, diffuse and specular color or texture. You need to provide |
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@ref Position and @ref Normal attributes in your triangle mesh and call at |
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least @ref setTransformationMatrix(), @ref setNormalMatrix(), |
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@ref setProjectionMatrix(), @ref setDiffuseColor() and @ref setLightPosition(). |
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If you want to use texture instead of color, you need to provide also |
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@ref TextureCoordinates attribute. Pass appropriate flags to constructor and |
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then at render time bind the texture to its respective layer instead of setting |
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the color. Example: |
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@code |
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Shaders::Phong shader(Shaders::Phong::Flag::DiffuseTexture); |
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// ... |
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myDiffuseTexture.bind(Shaders::Phong::DiffuseTextureLayer); |
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@endcode |
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*/ |
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class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram { |
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public: |
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typedef Attribute<0, Vector3> Position; /**< @brief Vertex position */ |
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typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */ |
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/** |
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* @brief Texture coordinates |
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* |
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* Used only if one of @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture |
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* or @ref Flag::SpecularTexture is set. |
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*/ |
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typedef Attribute<2, Vector2> TextureCoordinates; |
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enum: Int { |
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/** |
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* Layer for ambient texture. Used only if @ref Flag::AmbientTexture |
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* is set. |
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*/ |
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AmbientTextureLayer = 0, |
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/** |
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* Layer for diffuse texture. Used only if @ref Flag::DiffuseTexture |
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* is set. |
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*/ |
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DiffuseTextureLayer = 1, |
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/** |
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* Layer for specular texture. Used only if @ref Flag::SpecularTexture |
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* is set. |
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*/ |
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SpecularTextureLayer = 2 |
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}; |
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/** |
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* @brief Shader flag |
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* |
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* @see @ref Flags, @ref flags() |
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*/ |
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enum class Flag: UnsignedByte { |
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AmbientTexture = 1 << 0, /**< The shader uses ambient texture instead of color */ |
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DiffuseTexture = 1 << 1, /**< The shader uses diffuse texture instead of color */ |
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SpecularTexture = 1 << 2 /**< The shader uses specular texture instead of color */ |
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}; |
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/** |
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* @brief Shader flags |
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* |
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* @see @ref flags() |
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*/ |
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typedef Containers::EnumSet<Flag, UnsignedByte> Flags; |
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/** |
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* @brief Constructor |
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* @param flags Shader flags |
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*/ |
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explicit Phong(Flags flags = Flags()); |
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/** @brief Shader flags */ |
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Flags flags() const { return _flags; } |
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/** |
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* @brief Set ambient color |
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* @return Reference 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)`. Has no effect if |
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* @ref Flag::AmbientTexture is set. |
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*/ |
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Phong& setAmbientColor(const Color3& color); |
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/** |
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* @brief Set diffuse color |
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* @return Reference to self (for method chaining) |
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* |
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* Has no effect if @ref Flag::AmbientTexture is used. |
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*/ |
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Phong& setDiffuseColor(const Color3& color); |
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/** |
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* @brief Set specular color |
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* @return Reference 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)`. Has no effect if |
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* @ref Flag::SpecularTexture is set. |
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*/ |
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Phong& setSpecularColor(const Color3& color); |
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/** |
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* @brief Set shininess |
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* @return Reference 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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Phong& setShininess(Float 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 matrix |
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* @return Reference to self (for method chaining) |
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*/ |
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Phong& setTransformationMatrix(const Matrix4& matrix) { |
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setUniform(transformationMatrixUniform, matrix); |
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return *this; |
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} |
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/** |
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* @brief Set normal matrix |
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* @return Reference to self (for method chaining) |
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*/ |
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Phong& setNormalMatrix(const Math::Matrix<3, Float>& matrix) { |
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setUniform(normalMatrixUniform, matrix); |
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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 Reference to self (for method chaining) |
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*/ |
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Phong& 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 Reference to self (for method chaining) |
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*/ |
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Phong& 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 Reference 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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Phong& 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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Int 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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Flags _flags; |
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}; |
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CORRADE_ENUMSET_OPERATORS(Phong::Flags) |
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inline Phong& Phong::setAmbientColor(const Color3& color) { |
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if(!(_flags & Flag::AmbientTexture)) setUniform(ambientColorUniform, color); |
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return *this; |
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} |
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inline Phong& Phong::setDiffuseColor(const Color3& color) { |
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if(!(_flags & Flag::DiffuseTexture)) setUniform(diffuseColorUniform, color); |
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return *this; |
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} |
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inline Phong& Phong::setSpecularColor(const Color3& color) { |
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if(!(_flags & Flag::SpecularTexture)) setUniform(specularColorUniform, color); |
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return *this; |
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} |
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}} |
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#endif
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