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387 lines
13 KiB
387 lines
13 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, 2017, 2018 |
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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/GL/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 bindAmbientTexture(), |
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@ref bindDiffuseTexture() and @ref bindSpecularTexture() (or the combined |
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@ref bindTextures()). The texture is multipled by the color, which is by |
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default set to fully opaque white for enabled textures. |
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@image html shaders-phong.png |
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@section Shaders-Phong-usage Example usage |
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@subsection Shaders-Phong-usage-colored Colored mesh |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Phong-usage-colored1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Phong-usage-colored2 |
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@subsection Shaders-Phong-usage-texture Diffuse and specular texture |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Phong-usage-texture1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Phong-usage-texture2 |
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@subsection Shaders-Phong-usage-alpha 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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@snippet MagnumShaders.cpp Phong-usage-alpha |
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@see @ref shaders |
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*/ |
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class MAGNUM_SHADERS_EXPORT Phong: public GL::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", |
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* @ref Magnum::Vector3 "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", |
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* @ref Magnum::Vector3 "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", |
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* @ref Magnum::Vector2 "Vector2", used only if at least one of |
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture and |
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* @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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/** |
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* Multiply ambient color with a texture. |
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* @see @ref setAmbientColor(), @ref setAmbientTexture() |
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*/ |
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AmbientTexture = 1 << 0, |
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/** |
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* Multiply diffuse color with a texture. |
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* @see @ref setDiffuseColor(), @ref setDiffuseTexture() |
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*/ |
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DiffuseTexture = 1 << 1, |
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/** |
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* Multiply specular color with a texture. |
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* @see @ref setSpecularColor(), @ref setSpecularTexture() |
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*/ |
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SpecularTexture = 1 << 2 |
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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 = {}); |
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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: GL::AbstractShaderProgram{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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Phong(const Phong&) = delete; |
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/** @brief Move constructor */ |
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Phong(Phong&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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Phong& operator=(const Phong&) = delete; |
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/** @brief Move assignment */ |
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Phong& operator=(Phong&&) noexcept = default; |
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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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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with |
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* ambient texture, otherwise default value is @cpp 0x000000ff_rgbaf @ce. |
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* @see @ref bindAmbientTexture() |
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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 Bind ambient texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::AmbientTexture |
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* enabled. |
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* @see @ref bindTextures(), @ref setAmbientColor() |
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*/ |
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Phong& bindAmbientTexture(GL::Texture2D& texture); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief bindAmbientTexture() |
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* @deprecated Use @ref bindAmbientTexture() instead. |
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*/ |
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CORRADE_DEPRECATED("use bindAmbientTexture() instead") Phong& setAmbientTexture(GL::Texture2D& texture) { |
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return bindAmbientTexture(texture); |
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} |
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#endif |
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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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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with |
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* diffuse texture. |
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* @see @ref bindDiffuseTexture() |
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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 Bind diffuse texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::DiffuseTexture |
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* enabled. |
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* @see @ref bindTextures(), @ref setDiffuseColor() |
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*/ |
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Phong& bindDiffuseTexture(GL::Texture2D& texture); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief bindDiffuseTexture() |
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* @deprecated Use @ref bindDiffuseTexture() instead. |
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*/ |
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CORRADE_DEPRECATED("use bindDiffuseTexture() instead") Phong& setDiffuseTexture(GL::Texture2D& texture) { |
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return bindDiffuseTexture(texture); |
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} |
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#endif |
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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 @cpp 0xffffffff_rgbaf @ce. Color will be multiplied |
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* with specular texture if @ref Flag::SpecularTexture is set. If you |
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* want to have a fully diffuse material, set specular color to |
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* @cpp 0x000000_rgbf @ce. |
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* @see @ref bindSpecularTexture() |
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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 Bind specular texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::SpecularTexture |
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* enabled. |
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* @see @ref bindTextures(), @ref setSpecularColor() |
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*/ |
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Phong& bindSpecularTexture(GL::Texture2D& texture); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief bindSpecularTexture() |
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* @deprecated Use @ref bindSpecularTexture() instead. |
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*/ |
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CORRADE_DEPRECATED("use bindSpecularTexture() instead") Phong& setSpecularTexture(GL::Texture2D& texture) { |
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return bindSpecularTexture(texture); |
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} |
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#endif |
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/** |
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* @brief Bind 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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* Expects that the shader was created with at least one of |
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture or |
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* @ref Flag::SpecularTexture enabled. More efficient than setting each |
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* texture separately. |
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* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(), |
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* @ref bindSpecularTexture() |
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*/ |
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Phong& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular); |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief bindTextures() |
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* @deprecated Use @ref bindTextures() instead. |
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*/ |
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CORRADE_DEPRECATED("use bindTextures() instead") Phong& setTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular) { |
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return bindTextures(ambient, diffuse, specular); |
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} |
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#endif |
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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 @cpp 80.0f @ce. |
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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 @cpp 0xffffffff_rgbaf @ce. |
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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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Flags _flags; |
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Int _transformationMatrixUniform{0}, |
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_projectionMatrixUniform{1}, |
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_normalMatrixUniform{2}, |
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_lightUniform{3}, |
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_ambientColorUniform{4}, |
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_diffuseColorUniform{5}, |
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_specularColorUniform{6}, |
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_lightColorUniform{7}, |
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_shininessUniform{8}; |
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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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