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#ifndef Magnum_Shaders_Phong_h
#define Magnum_Shaders_Phong_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
Vladimír Vondruš <mosra@centrum.cz>
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.
*/
/** @file
* @brief Class @ref Magnum::Shaders::Phong
*/
#include "Magnum/GL/AbstractShaderProgram.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Matrix4.h"
#include "Magnum/Shaders/Generic.h"
#include "Magnum/Shaders/visibility.h"
namespace Magnum { namespace Shaders {
/**
@brief Phong shader
Uses ambient, diffuse and specular color or texture. For colored mesh you need
to provide @ref Position and @ref Normal attributes in your triangle mesh and
call at least @ref setTransformationMatrix(), @ref setNormalMatrix(),
@ref setProjectionMatrix(), @ref setDiffuseColor() and @ref setLightPosition().
If you want to use textures, you need to provide also @ref TextureCoordinates
attribute. Pass appropriate @ref Flags to constructor and then at render time
don't forget to also call appropriate subset of @ref bindAmbientTexture(),
@ref bindDiffuseTexture() and @ref bindSpecularTexture() (or the combined
@ref bindTextures()). The texture is multipled by the color, which is by
default set to fully opaque white for enabled textures.
@image html shaders-phong.png
@section Shaders-Phong-usage Example usage
@subsection Shaders-Phong-usage-colored Colored mesh
Common mesh setup:
@snippet MagnumShaders.cpp Phong-usage-colored1
Common rendering setup:
@snippet MagnumShaders.cpp Phong-usage-colored2
@subsection Shaders-Phong-usage-texture Diffuse and specular texture
Common mesh setup:
@snippet MagnumShaders.cpp Phong-usage-texture1
Common rendering setup:
@snippet MagnumShaders.cpp Phong-usage-texture2
@subsection Shaders-Phong-usage-alpha Alpha-masked drawing
For general alpha-masked drawing you need to provide ambient texture with alpha
channel and set alpha channel of diffuse/specular color to `0.0f` so only
ambient alpha will be taken into account. If you have diffuse texture combined
with the alpha mask, you can use that texture for both ambient and diffuse
part and then separate the alpha like this:
@snippet MagnumShaders.cpp Phong-usage-alpha
@see @ref shaders
*/
class MAGNUM_SHADERS_EXPORT Phong: public GL::AbstractShaderProgram {
public:
/**
* @brief Vertex position
*
* @ref shaders-generic "Generic attribute",
* @ref Magnum::Vector3 "Vector3".
*/
typedef Generic3D::Position Position;
/**
* @brief Normal direction
*
* @ref shaders-generic "Generic attribute",
* @ref Magnum::Vector3 "Vector3".
*/
typedef Generic3D::Normal Normal;
/**
* @brief 2D texture coordinates
*
* @ref shaders-generic "Generic attribute",
* @ref Magnum::Vector2 "Vector2", used only if at least one of
* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture and
* @ref Flag::SpecularTexture is set.
*/
typedef Generic3D::TextureCoordinates TextureCoordinates;
/**
* @brief Flag
*
* @see @ref Flags, @ref flags()
*/
enum class Flag: UnsignedByte {
/**
* Multiply ambient color with a texture.
* @see @ref setAmbientColor(), @ref setAmbientTexture()
*/
AmbientTexture = 1 << 0,
/**
* Multiply diffuse color with a texture.
* @see @ref setDiffuseColor(), @ref setDiffuseTexture()
*/
DiffuseTexture = 1 << 1,
/**
* Multiply specular color with a texture.
* @see @ref setSpecularColor(), @ref setSpecularTexture()
*/
SpecularTexture = 1 << 2
};
/**
* @brief Flags
*
* @see @ref flags()
*/
typedef Containers::EnumSet<Flag> Flags;
/**
* @brief Constructor
* @param flags Flags
*/
explicit Phong(Flags flags = {});
/**
* @brief Construct without creating the underlying OpenGL object
*
* The constructed instance is equivalent to moved-from state. Useful
* in cases where you will overwrite the instance later anyway. Move
* another object over it to make it useful.
*
* This function can be safely used for constructing (and later
* destructing) objects even without any OpenGL context being active.
*/
explicit Phong(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {}
/** @brief Copying is not allowed */
Phong(const Phong&) = delete;
/** @brief Move constructor */
Phong(Phong&&) noexcept = default;
/** @brief Copying is not allowed */
Phong& operator=(const Phong&) = delete;
/** @brief Move assignment */
Phong& operator=(Phong&&) noexcept = default;
/** @brief Flags */
Flags flags() const { return _flags; }
/**
* @brief Set ambient color
* @return Reference to self (for method chaining)
*
* If @ref Flag::AmbientTexture is set, default value is
* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with
* ambient texture, otherwise default value is @cpp 0x000000ff_rgbaf @ce.
* @see @ref bindAmbientTexture()
*/
Phong& setAmbientColor(const Color4& color) {
setUniform(_ambientColorUniform, color);
return *this;
}
/**
* @brief Bind ambient texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::AmbientTexture
* enabled.
* @see @ref bindTextures(), @ref setAmbientColor()
*/
Phong& bindAmbientTexture(GL::Texture2D& texture);
#ifdef MAGNUM_BUILD_DEPRECATED
/** @brief @copybrief bindAmbientTexture()
* @deprecated Use @ref bindAmbientTexture() instead.
*/
CORRADE_DEPRECATED("use bindAmbientTexture() instead") Phong& setAmbientTexture(GL::Texture2D& texture) {
return bindAmbientTexture(texture);
}
#endif
/**
* @brief Set diffuse color
* @return Reference to self (for method chaining)
*
* If @ref Flag::DiffuseTexture is set, default value is
* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with
* diffuse texture.
* @see @ref bindDiffuseTexture()
*/
Phong& setDiffuseColor(const Color4& color) {
setUniform(_diffuseColorUniform, color);
return *this;
}
/**
* @brief Bind diffuse texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::DiffuseTexture
* enabled.
* @see @ref bindTextures(), @ref setDiffuseColor()
*/
Phong& bindDiffuseTexture(GL::Texture2D& texture);
#ifdef MAGNUM_BUILD_DEPRECATED
/** @brief @copybrief bindDiffuseTexture()
* @deprecated Use @ref bindDiffuseTexture() instead.
*/
CORRADE_DEPRECATED("use bindDiffuseTexture() instead") Phong& setDiffuseTexture(GL::Texture2D& texture) {
return bindDiffuseTexture(texture);
}
#endif
/**
* @brief Set specular color
* @return Reference to self (for method chaining)
*
* Default value is @cpp 0xffffffff_rgbaf @ce. Color will be multiplied
* with specular texture if @ref Flag::SpecularTexture is set. If you
* want to have a fully diffuse material, set specular color to
* @cpp 0x000000_rgbf @ce.
* @see @ref bindSpecularTexture()
*/
Phong& setSpecularColor(const Color4& color) {
setUniform(_specularColorUniform, color);
return *this;
}
/**
* @brief Bind specular texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::SpecularTexture
* enabled.
* @see @ref bindTextures(), @ref setSpecularColor()
*/
Phong& bindSpecularTexture(GL::Texture2D& texture);
#ifdef MAGNUM_BUILD_DEPRECATED
/** @brief @copybrief bindSpecularTexture()
* @deprecated Use @ref bindSpecularTexture() instead.
*/
CORRADE_DEPRECATED("use bindSpecularTexture() instead") Phong& setSpecularTexture(GL::Texture2D& texture) {
return bindSpecularTexture(texture);
}
#endif
/**
* @brief Bind textures
* @return Reference to self (for method chaining)
*
* A particular texture has effect only if particular texture flag from
* @ref Phong::Flag "Flag" is set, you can use `nullptr` for the rest.
* Expects that the shader was created with at least one of
* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture or
* @ref Flag::SpecularTexture enabled. More efficient than setting each
* texture separately.
* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(),
* @ref bindSpecularTexture()
*/
Phong& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular);
#ifdef MAGNUM_BUILD_DEPRECATED
/** @brief @copybrief bindTextures()
* @deprecated Use @ref bindTextures() instead.
*/
CORRADE_DEPRECATED("use bindTextures() instead") Phong& setTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular) {
return bindTextures(ambient, diffuse, specular);
}
#endif
/**
* @brief Set shininess
* @return Reference to self (for method chaining)
*
* The larger value, the harder surface (smaller specular highlight).
* If not set, default value is @cpp 80.0f @ce.
*/
Phong& setShininess(Float shininess) {
setUniform(_shininessUniform, shininess);
return *this;
}
/**
* @brief Set transformation matrix
* @return Reference to self (for method chaining)
*/
Phong& setTransformationMatrix(const Matrix4& matrix) {
setUniform(_transformationMatrixUniform, matrix);
return *this;
}
/**
* @brief Set normal matrix
* @return Reference to self (for method chaining)
*
* The matrix doesn't need to be normalized, as the renormalization
* must be done in the shader anyway.
*/
Phong& setNormalMatrix(const Matrix3x3& matrix) {
setUniform(_normalMatrixUniform, matrix);
return *this;
}
/**
* @brief Set projection matrix
* @return Reference to self (for method chaining)
*/
Phong& setProjectionMatrix(const Matrix4& matrix) {
setUniform(_projectionMatrixUniform, matrix);
return *this;
}
/**
* @brief Set light position
* @return Reference to self (for method chaining)
*/
Phong& setLightPosition(const Vector3& light) {
setUniform(_lightUniform, light);
return *this;
}
/**
* @brief Set light color
* @return Reference to self (for method chaining)
*
* If not set, default value is @cpp 0xffffffff_rgbaf @ce.
*/
Phong& setLightColor(const Color4& color) {
setUniform(_lightColorUniform, color);
return *this;
}
private:
Flags _flags;
Int _transformationMatrixUniform{0},
_projectionMatrixUniform{1},
_normalMatrixUniform{2},
_lightUniform{3},
_ambientColorUniform{4},
_diffuseColorUniform{5},
_specularColorUniform{6},
_lightColorUniform{7},
_shininessUniform{8};
};
CORRADE_ENUMSET_OPERATORS(Phong::Flags)
}}
#endif