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148 lines
4.6 KiB
148 lines
4.6 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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If supported, uses GLSL 3.20 and @extension{ARB,explicit_attrib_location}, |
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otherwise falls back to GLSL 1.20. |
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*/ |
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class MAGNUM_SHADERS_EXPORT 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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explicit Phong(); |
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/** |
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* @brief Set ambient color |
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* @return Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(0.0f, 0.0f, 0.0f)`. |
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*/ |
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Phong* setAmbientColor(const Color3<>& color) { |
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setUniform(ambientColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set diffuse color |
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* @return Pointer to self (for method chaining) |
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*/ |
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Phong* setDiffuseColor(const Color3<>& color) { |
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setUniform(diffuseColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set specular color |
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* @return Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`. |
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*/ |
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Phong* setSpecularColor(const Color3<>& color) { |
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setUniform(specularColorUniform, color); |
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return this; |
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} |
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/** |
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* @brief Set shininess |
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* @return Pointer to self (for method chaining) |
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* |
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* The larger value, the harder surface (smaller specular highlight). |
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* If not set, default value is `80.0f`. |
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*/ |
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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 and normal matrix |
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* @return Pointer 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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setUniform(normalMatrixUniform, matrix.rotation()); |
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return this; |
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} |
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/** |
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* @brief Set projection matrix |
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* @return Pointer to self (for method chaining) |
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*/ |
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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 Pointer 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 Pointer to self (for method chaining) |
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* |
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* If not set, default value is `(1.0f, 1.0f, 1.0f)`. |
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*/ |
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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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}; |
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}} |
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#endif
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