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375 lines
12 KiB
375 lines
12 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, 2014, 2015, 2016 |
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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 @ref Magnum::Shaders::Phong |
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*/ |
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#include "Magnum/AbstractShaderProgram.h" |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix4.h" |
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#include "Magnum/Shaders/Generic.h" |
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#include "Magnum/Shaders/visibility.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. For colored mesh you need |
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to provide @ref Position and @ref Normal attributes in your triangle mesh and |
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call at 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 textures, you need to provide also @ref TextureCoordinates |
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attribute. Pass appropriate @ref Flags to constructor and then at render time |
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don't forget to also call appropriate subset of @ref setAmbientTexture(), |
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@ref setDiffuseTexture() and @ref setSpecularTexture(). The texture is |
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multipled by the color, which is by default set to fully opaque white for |
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enabled textures. |
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@image html shaders-phong.png |
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@image latex shaders-phong.png |
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## Example usage |
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### Colored mesh |
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Common mesh setup: |
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@code |
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struct Vertex { |
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Vector3 position; |
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Vector3 normal; |
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}; |
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Vertex data[] = { ... }; |
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Buffer vertices; |
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vertices.setData(data, BufferUsage::StaticDraw); |
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Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::Phong::Position{}, |
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Shaders::Phong::Normal{}); |
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@endcode |
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Common rendering setup: |
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@code |
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Matrix4 transformationMatrix = Matrix4::translation(Vector3::zAxis(-5.0f)); |
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Matrix4 projectionMatrix = Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f); |
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Shaders::Phong shader; |
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shader.setDiffuseColor(Color4::fromHSV(216.0_degf, 0.85f, 1.0f)) |
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.setShininess(200.0f) |
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.setLightPosition({5.0f, 5.0f, 7.0f}) |
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.setTransformationMatrix(transformationMatrix) |
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.setNormalMatrix(transformationMatrix.rotation()) |
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.setProjectionMatrix(projectionMatrix); |
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mesh.draw(shader); |
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@endcode |
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### Diffuse and specular texture |
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Common mesh setup: |
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@code |
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struct Vertex { |
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Vector3 position; |
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Vector3 normal; |
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Vector2 textureCoordinates; |
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}; |
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Vertex data[] = { ... }; |
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Buffer vertices; |
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vertices.setData(data, BufferUsage::StaticDraw); |
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Mesh mesh; |
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mesh.addVertexBuffer(vertices, 0, |
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Shaders::Phong::Position{}, |
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Shaders::Phong::Normal{}, |
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Shaders::Phong::TextureCoordinates{}); |
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@endcode |
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Common rendering setup: |
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@code |
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Matrix4 transformationMatrix, projectionMatrix; |
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Texture2D diffuseTexture, specularTexture; |
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Shaders::Phong shader{Shaders::Phong::DiffuseTexture| |
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Shaders::Phong::SpecularTexture}; |
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shader.setTextures(nullptr, &diffuseTexture, &specularTexture) |
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.setLightPosition({5.0f, 5.0f, 7.0f}) |
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.setTransformationMatrix(transformationMatrix) |
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.setNormalMatrix(transformationMatrix.rotation()) |
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.setProjectionMatrix(projectionMatrix); |
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mesh.draw(shader); |
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@endcode |
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### Alpha-masked drawing |
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For general alpha-masked drawing you need to provide ambient texture with alpha |
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channel and set alpha channel of diffuse/specular color to `0.0f` so only |
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ambient alpha will be taken into account. If you have diffuse texture combined |
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with the alpha mask, you can use that texture for both ambient and diffuse |
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part and then separate the alpha like this: |
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@code |
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Shaders::Phong shader{Shaders::Phong::AmbientTexture| |
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Shaders::Phong::DiffuseTexture}; |
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shader.setTextures(&diffuseAlphaTexture, &diffuseAlphaTexture, nullptr) |
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.setAmbientColor({0.0f, 0.0f, 0.0f, 1.0f}) |
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.setDiffuseColor(Color4{diffuseRgb, 0.0f}) |
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.setSpecularColor(Color4{specularRgb, 0.0f}); |
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@endcode |
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@see @ref shaders |
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*/ |
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class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram { |
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public: |
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/** |
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* @brief Vertex position |
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* |
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* @ref shaders-generic "Generic attribute", @ref Vector3. |
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*/ |
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typedef Generic3D::Position Position; |
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/** |
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* @brief Normal direction |
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* |
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* @ref shaders-generic "Generic attribute", @ref Vector3. |
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*/ |
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typedef Generic3D::Normal Normal; |
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/** |
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* @brief 2D texture coordinates |
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* |
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* @ref shaders-generic "Generic attribute", @ref Vector2, used only if |
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* at least one of @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture |
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* and @ref Flag::SpecularTexture is set. |
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*/ |
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typedef Generic3D::TextureCoordinates TextureCoordinates; |
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/** |
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* @brief 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 Flags |
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* |
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* @see @ref flags() |
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*/ |
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typedef Containers::EnumSet<Flag> Flags; |
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/** |
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* @brief Constructor |
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* @param flags Flags |
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*/ |
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explicit Phong(Flags flags = Flags()); |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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*/ |
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explicit Phong(NoCreateT) noexcept: AbstractShaderProgram{NoCreate} {} |
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/** @brief 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 @ref Flag::AmbientTexture is set, default value is |
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* `{1.0f, 1.0f, 1.0f, 1.0f}` and the color will be multiplied with |
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* ambient texture, otherwise default value is `{0.0f, 0.0f, 0.0f, 1.0f}`. |
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* @see @ref setAmbientTexture() |
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*/ |
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Phong& setAmbientColor(const Color4& 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 ambient texture |
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* @return Reference to self (for method chaining) |
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* |
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* Has effect only if @ref Flag::AmbientTexture is set. |
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* @see @ref setTextures(), @ref setAmbientColor() |
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*/ |
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Phong& setAmbientTexture(Texture2D& texture); |
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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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* If @ref Flag::DiffuseTexture is set, default value is |
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* `{1.0f, 1.0f, 1.0f, 1.0f}` and the color will be multiplied with |
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* diffuse texture. |
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* @see @ref setDiffuseTexture() |
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*/ |
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Phong& setDiffuseColor(const Color4& 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 diffuse texture |
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* @return Reference to self (for method chaining) |
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* |
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* Has effect only if @ref Flag::DiffuseTexture is set. |
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* @see @ref setTextures(), @ref setDiffuseColor() |
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*/ |
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Phong& setDiffuseTexture(Texture2D& texture); |
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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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* Default value is `{1.0f, 1.0f, 1.0f, 1.0f}`. Color will be |
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* multiplied with specular texture if @ref Flag::SpecularTexture is |
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* set. |
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* @see @ref setSpecularTexture() |
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*/ |
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Phong& setSpecularColor(const Color4& 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 specular texture |
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* @return Reference to self (for method chaining) |
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* |
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* Has effect only if @ref Flag::SpecularTexture is set. |
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* @see @ref setTextures(), @ref setSpecularColor() |
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*/ |
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Phong& setSpecularTexture(Texture2D& texture); |
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/** |
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* @brief Set textures |
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* @return Reference to self (for method chaining) |
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* |
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* A particular texture has effect only if particular texture flag from |
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* @ref Phong::Flag "Flag" is set, you can use `nullptr` for the rest. |
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* More efficient than setting each texture separately. |
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* @see @ref setAmbientTexture(), @ref setDiffuseTexture(), |
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* @ref setSpecularTexture() |
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*/ |
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Phong& setTextures(Texture2D* ambient, Texture2D* diffuse, Texture2D* specular); |
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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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* The matrix doesn't need to be normalized, as the renormalization |
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* must be done in the shader anyway. |
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*/ |
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Phong& setNormalMatrix(const Matrix3x3& 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, 1.0f}`. |
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*/ |
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Phong& setLightColor(const Color4& 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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}} |
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#endif
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