mirror of https://github.com/mosra/magnum.git
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.
495 lines
18 KiB
495 lines
18 KiB
#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 the @ref Position and @ref Normal attributes in your triangle mesh. |
|
By default, the shader renders the mesh with a white color in an identity |
|
transformation. Use @ref setTransformationMatrix(), @ref setNormalMatrix(), |
|
@ref setProjectionMatrix(), @ref setLightPosition() and others to configure |
|
the shader. |
|
|
|
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 width=256px |
|
|
|
@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 blending and masking |
|
|
|
Enable @ref Flag::AlphaMask and tune @ref setAlphaMask() for simple |
|
binary alpha-masked drawing that doesn't require depth sorting or blending |
|
enabled. Note that this feature is implemented using the GLSL @glsl discard @ce |
|
operation which is known to have considerable performance impact on some |
|
platforms. With proper depth sorting and blending you'll usually get much |
|
better performance and output quality. |
|
|
|
For general alpha-masked drawing you need to provide ambient texture with alpha |
|
channel and set alpha channel of diffuse/specular color to @cpp 0.0f @ce 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, |
|
|
|
/** |
|
* Enable alpha masking. If the combined fragment color has an |
|
* alpha less than the value specified with @ref setAlphaMask(), |
|
* given fragment is discarded. |
|
* |
|
* This uses the @glsl discard @ce operation which is known to have |
|
* considerable performance impact on some platforms. While useful |
|
* for cheap alpha masking that doesn't require depth sorting, |
|
* with proper depth sorting and blending you'll usually get much |
|
* better performance and output quality. |
|
*/ |
|
AlphaMask = 1 << 3 |
|
}; |
|
|
|
/** |
|
* @brief Flags |
|
* |
|
* @see @ref flags() |
|
*/ |
|
typedef Containers::EnumSet<Flag> Flags; |
|
|
|
/** |
|
* @brief Constructor |
|
* @param flags Flags |
|
* @param lightCount Count of light sources |
|
*/ |
|
explicit Phong(Flags flags = {}, UnsignedInt lightCount = 1); |
|
|
|
/** |
|
* @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 Light count */ |
|
UnsignedInt lightCount() const { return _lightCount; } |
|
|
|
/** |
|
* @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 0x00000000_rgbaf @ce. |
|
* @see @ref bindAmbientTexture() |
|
*/ |
|
Phong& setAmbientColor(const Color4& color) { |
|
setUniform(_ambientColorUniform, color); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Bind an 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) |
|
* |
|
* Initial value is @cpp 0xffffffff_rgbaf @ce. |
|
* @see @ref bindDiffuseTexture() |
|
*/ |
|
Phong& setDiffuseColor(const Color4& color) { |
|
setUniform(_diffuseColorUniform, color); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Bind a 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) |
|
* |
|
* Initial 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 0x000000ff_rgbaf @ce. |
|
* @see @ref bindSpecularTexture() |
|
*/ |
|
Phong& setSpecularColor(const Color4& color) { |
|
setUniform(_specularColorUniform, color); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Bind a 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 @cpp nullptr @ce 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). |
|
* Initial value is @cpp 80.0f @ce. |
|
*/ |
|
Phong& setShininess(Float shininess) { |
|
setUniform(_shininessUniform, shininess); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set alpha mask value |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Expects that the shader was created with @ref Flag::AlphaMask |
|
* enabled. Fragments with alpha values smaller than the mask value |
|
* will be discarded. Initial value is @cpp 0.5f @ce. See the flag |
|
* documentation for further information. |
|
*/ |
|
Phong& setAlphaMask(Float mask); |
|
|
|
/** |
|
* @brief Set transformation matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* You need to set also @ref setNormalMatrix() with a corresponding |
|
* value. Initial value is an identity matrix. |
|
*/ |
|
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. You need to set also |
|
* @ref setTransformationMatrix() with a corresponding value. Initial |
|
* value is an identity matrix. |
|
*/ |
|
Phong& setNormalMatrix(const Matrix3x3& matrix) { |
|
setUniform(_normalMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set projection matrix |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial value is an identity matrix (i.e., an orthographic |
|
* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$ |
|
* cube). |
|
*/ |
|
Phong& setProjectionMatrix(const Matrix4& matrix) { |
|
setUniform(_projectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Set light positions |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial values are zero vectors --- that will in most cases cause |
|
* the object to be rendered black (or in the ambient color), as the |
|
* lights are is inside of it. Expects that the size of the @p lights |
|
* array is the same as @ref lightCount(). |
|
* @see @ref setLightPosition(UnsignedInt, const Vector3&), |
|
* @ref setLightPosition(const Vector3&) |
|
*/ |
|
Phong& setLightPositions(Containers::ArrayView<const Vector3> lights); |
|
|
|
/** @overload */ |
|
Phong& setLightPositions(std::initializer_list<Vector3> lights) { |
|
return setLightPositions({lights.begin(), lights.size()}); |
|
} |
|
|
|
/** |
|
* @brief Set position for given light |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Unlike @ref setLightPosition() updates just a single light position. |
|
* Expects that @p id is less than @ref lightCount(). |
|
* @see @ref setLightPosition(const Vector3&) |
|
*/ |
|
Phong& setLightPosition(UnsignedInt id, const Vector3& position); |
|
|
|
/** |
|
* @brief Set light position |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Convenience alternative to @ref setLightPositions() when there is |
|
* just one light. |
|
* @see @ref setLightPosition(UnsignedInt, const Vector3&) |
|
*/ |
|
Phong& setLightPosition(const Vector3& position) { |
|
return setLightPositions({&position, 1}); |
|
} |
|
|
|
/** |
|
* @brief Set light colors |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Initial values are @cpp 0xffffffff_rgbaf @ce. Expects that the size |
|
* of the @p colors array is the same as @ref lightCount(). |
|
*/ |
|
Phong& setLightColors(Containers::ArrayView<const Color4> colors); |
|
|
|
/** @overload */ |
|
Phong& setLightColors(std::initializer_list<Color4> colors) { |
|
return setLightColors({colors.begin(), colors.size()}); |
|
} |
|
|
|
/** |
|
* @brief Set position for given light |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Unlike @ref setLightColors() updates just a single light color. |
|
* Expects that @p id is less than @ref lightCount(). |
|
* @see @ref setLightColor(const Color4&) |
|
*/ |
|
Phong& setLightColor(UnsignedInt id, const Color4& color); |
|
|
|
/** |
|
* @brief Set light color |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Convenience alternative to @ref setLightColors() when there is just |
|
* one light. |
|
* @see @ref setLightColor(UnsignedInt, const Color4&) |
|
*/ |
|
Phong& setLightColor(const Color4& color) { |
|
return setLightColors({&color, 1}); |
|
} |
|
|
|
private: |
|
Flags _flags; |
|
UnsignedInt _lightCount; |
|
Int _transformationMatrixUniform{0}, |
|
_projectionMatrixUniform{1}, |
|
_normalMatrixUniform{2}, |
|
_ambientColorUniform{4}, |
|
_diffuseColorUniform{5}, |
|
_specularColorUniform{6}, |
|
_shininessUniform{7}, |
|
_alphaMaskUniform{8}, |
|
_lightPositionsUniform{9}, |
|
_lightColorsUniform; /* 9 + lightCount, set in the constructor */ |
|
}; |
|
|
|
/** @debugoperatorclassenum{Phong,Phong::Flag} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flag value); |
|
|
|
/** @debugoperatorclassenum{Phong,Phong::Flags} */ |
|
MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flags value); |
|
|
|
CORRADE_ENUMSET_OPERATORS(Phong::Flags) |
|
|
|
}} |
|
|
|
#endif
|
|
|