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.
 
 
 
 
 

105 lines
3.3 KiB

#ifndef Magnum_Shaders_PhongShader_h
#define Magnum_Shaders_PhongShader_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Shaders::PhongShader
*/
#include "AbstractShaderProgram.h"
namespace Magnum { namespace Shaders {
/**
@brief Phong shader
@requires_gl33 The shader is written in GLSL 3.3, although it should be trivial
to port it to older versions.
*/
class PhongShader: public AbstractShaderProgram {
public:
typedef Attribute<0, Vector4> Vertex; /**< @brief Vertex position */
typedef Attribute<1, Vector3> Normal; /**< @brief Normal direction */
/** @brief Constructor */
PhongShader();
/** @brief %Object ambient color */
inline void setAmbientColorUniform(const Vector3& color) {
setUniform(ambientColorUniform, color);
}
/** @brief %Object diffuse color */
inline void setDiffuseColorUniform(const Vector3& color) {
setUniform(diffuseColorUniform, color);
}
/** @brief %Object specular color */
inline void setSpecularColorUniform(const Vector3& color) {
setUniform(specularColorUniform, color);
}
/** @brief %Object shininess */
inline void setShininessUniform(GLfloat shininess) {
setUniform(shininessUniform, shininess);
}
/** @brief Transformation matrix */
inline void setTransformationMatrixUniform(const Matrix4& matrix) {
setUniform(transformationMatrixUniform, matrix);
}
/** @brief Projection matrix */
inline void setProjectionMatrixUniform(const Matrix4& matrix) {
setUniform(projectionMatrixUniform, matrix);
}
/** @brief %Light position */
inline void setLightUniform(const Vector3& light) {
setUniform(lightUniform, light);
}
/** @brief %Light ambient color */
inline void setLightAmbientColorUniform(const Vector3& color) {
setUniform(lightAmbientColorUniform, color);
}
/** @brief %Light diffuse color */
inline void setLightDiffuseColorUniform(const Vector3& color) {
setUniform(lightDiffuseColorUniform, color);
}
/** @brief %Light specular color */
inline void setLightSpecularColorUniform(const Vector3& color) {
setUniform(lightSpecularColorUniform, color);
}
private:
GLint ambientColorUniform,
diffuseColorUniform,
specularColorUniform,
shininessUniform,
transformationMatrixUniform,
projectionMatrixUniform,
lightUniform,
lightAmbientColorUniform,
lightDiffuseColorUniform,
lightSpecularColorUniform;
};
}}
#endif