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417 lines
18 KiB
417 lines
18 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020 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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#include "Phong.h" |
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#ifdef MAGNUM_TARGET_GLES |
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#include <Corrade/Containers/Array.h> |
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#endif |
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#include <Corrade/Containers/EnumSet.hpp> |
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#include <Corrade/Containers/Reference.h> |
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#include <Corrade/Utility/FormatStl.h> |
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#include <Corrade/Utility/Resource.h> |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/GL/Texture.h" |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/Math/Matrix4.h" |
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" |
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namespace Magnum { namespace Shaders { |
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namespace { |
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enum: Int { |
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AmbientTextureUnit = 0, |
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DiffuseTextureUnit = 1, |
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SpecularTextureUnit = 2, |
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NormalTextureUnit = 3 |
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}; |
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} |
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Phong::Phong(const Flags flags, const UnsignedInt lightCount): _flags{flags}, _lightCount{lightCount}, _lightColorsUniform{_lightPositionsUniform + Int(lightCount)} { |
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CORRADE_ASSERT(!(flags & Flag::TextureTransformation) || (flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)), |
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"Shaders::Phong: texture transformation enabled but the shader is not textured", ); |
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#ifdef MAGNUM_BUILD_STATIC |
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/* Import resources on static build, if not already */ |
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if(!Utility::Resource::hasGroup("MagnumShaders")) |
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importShaderResources(); |
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#endif |
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Utility::Resource rs("MagnumShaders"); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
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#else |
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const GL::Version version = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); |
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#endif |
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); |
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); |
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#ifndef MAGNUM_TARGET_GLES |
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std::string lightInitializer; |
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if(lightCount) { |
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/* Initializer for the light color array -- we need a list of vec4(1.0) |
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joined by commas. For GLES we'll simply upload the values directly. */ |
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constexpr const char lightInitializerPreamble[] = "#define LIGHT_COLOR_INITIALIZER "; |
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constexpr std::size_t lightInitializerPreambleSize = |
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Containers::arraySize(lightInitializerPreamble) - 1; |
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constexpr const char lightInitializerItem[] = "vec4(1.0), "; |
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constexpr std::size_t lightInitializerItemSize = |
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Containers::arraySize(lightInitializerItem) - 1; |
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lightInitializer.reserve(Containers::arraySize(lightInitializerPreamble) - 1 + lightCount*lightInitializerItemSize); |
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lightInitializer.append(lightInitializerPreamble, lightInitializerPreambleSize); |
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for(std::size_t i = 0; i != lightCount; ++i) |
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lightInitializer.append(lightInitializerItem, lightInitializerItemSize); |
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/* Drop the last comma and add a newline at the end */ |
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lightInitializer[lightInitializer.size() - 2] = '\n'; |
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lightInitializer.resize(lightInitializer.size() - 1); |
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} |
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#endif |
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vert.addSource(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture) ? "#define TEXTURED\n" : "") |
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "") |
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.addSource(flags & Flag::Bitangent ? "#define BITANGENT\n" : "") |
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") |
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.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "") |
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.addSource(Utility::formatString("#define LIGHT_COUNT {}\n", lightCount)) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") |
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#endif |
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.addSource(flags & Flag::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n" : "") |
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.addSource(flags >= Flag::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n" : "") |
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.addSource(rs.get("generic.glsl")) |
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.addSource(rs.get("Phong.vert")); |
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frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "") |
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.addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "") |
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.addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "") |
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.addSource(flags & Flag::NormalTexture ? "#define NORMAL_TEXTURE\n" : "") |
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.addSource(flags & Flag::Bitangent ? "#define BITANGENT\n" : "") |
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.addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") |
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.addSource(flags & Flag::AlphaMask ? "#define ALPHA_MASK\n" : "") |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags & Flag::ObjectId ? "#define OBJECT_ID\n" : "") |
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.addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") |
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#endif |
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.addSource(Utility::formatString( |
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"#define LIGHT_COUNT {}\n" |
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"#define LIGHT_COLORS_LOCATION {}\n", lightCount, _lightPositionsUniform + lightCount)); |
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#ifndef MAGNUM_TARGET_GLES |
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if(lightCount) frag.addSource(std::move(lightInitializer)); |
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#endif |
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frag.addSource(rs.get("generic.glsl")) |
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.addSource(rs.get("Phong.frag")); |
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); |
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attachShaders({vert, frag}); |
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/* ES3 has this done in the shader directly and doesn't even provide |
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bindFragmentDataLocation() */ |
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
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#ifndef MAGNUM_TARGET_GLES |
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
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#endif |
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{ |
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bindAttributeLocation(Position::Location, "position"); |
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if(lightCount) |
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bindAttributeLocation(Normal::Location, "normal"); |
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if((flags & Flag::NormalTexture) && lightCount) { |
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bindAttributeLocation(Tangent::Location, "tangent"); |
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if(flags & Flag::Bitangent) |
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bindAttributeLocation(Bitangent::Location, "bitangent"); |
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} |
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if(flags & Flag::VertexColor) |
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bindAttributeLocation(Color3::Location, "vertexColor"); /* Color4 is the same */ |
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if(flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture)) |
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags & Flag::ObjectId) { |
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bindFragmentDataLocation(ColorOutput, "color"); |
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bindFragmentDataLocation(ObjectIdOutput, "objectId"); |
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} |
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if(flags >= Flag::InstancedObjectId) |
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bindAttributeLocation(ObjectId::Location, "instanceObjectId"); |
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#endif |
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if(flags & Flag::InstancedTransformation) |
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bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"); |
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if(flags >= Flag::InstancedTextureOffset) |
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bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"); |
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} |
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#endif |
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CORRADE_INTERNAL_ASSERT_OUTPUT(link()); |
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#ifndef MAGNUM_TARGET_GLES |
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version)) |
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#endif |
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{ |
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_transformationMatrixUniform = uniformLocation("transformationMatrix"); |
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if(flags & Flag::TextureTransformation) |
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_textureMatrixUniform = uniformLocation("textureMatrix"); |
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_projectionMatrixUniform = uniformLocation("projectionMatrix"); |
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_ambientColorUniform = uniformLocation("ambientColor"); |
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if(lightCount) { |
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_normalMatrixUniform = uniformLocation("normalMatrix"); |
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_diffuseColorUniform = uniformLocation("diffuseColor"); |
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_specularColorUniform = uniformLocation("specularColor"); |
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_shininessUniform = uniformLocation("shininess"); |
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if(flags & Flag::NormalTexture) |
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_normalTextureScaleUniform = uniformLocation("normalTextureScale"); |
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_lightPositionsUniform = uniformLocation("lightPositions"); |
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_lightColorsUniform = uniformLocation("lightColors"); |
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} |
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if(flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask"); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId"); |
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#endif |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags && !GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version)) |
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#endif |
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{ |
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if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureUnit); |
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if(lightCount) { |
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if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureUnit); |
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if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureUnit); |
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if(flags & Flag::NormalTexture) setUniform(uniformLocation("normalTexture"), NormalTextureUnit); |
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} |
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} |
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
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#ifdef MAGNUM_TARGET_GLES |
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/* Default to fully opaque white so we can see the textures */ |
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if(flags & Flag::AmbientTexture) setAmbientColor(Magnum::Color4{1.0f}); |
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else setAmbientColor(Magnum::Color4{0.0f}); |
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setTransformationMatrix({}); |
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setProjectionMatrix({}); |
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if(lightCount) { |
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setDiffuseColor(Magnum::Color4{1.0f}); |
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setSpecularColor(Magnum::Color4{1.0f, 0.0f}); |
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setShininess(80.0f); |
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if(flags & Flag::NormalTexture) |
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setNormalTextureScale(1.0f); |
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setLightColors(Containers::Array<Magnum::Color4>{Containers::DirectInit, lightCount, Magnum::Color4{1.0f}}); |
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/* Light position is zero by default */ |
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setNormalMatrix({}); |
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} |
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if(flags & Flag::TextureTransformation) setTextureMatrix({}); |
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if(flags & Flag::AlphaMask) setAlphaMask(0.5f); |
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/* Object ID is zero by default */ |
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#endif |
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} |
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Phong& Phong::setAmbientColor(const Magnum::Color4& color) { |
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setUniform(_ambientColorUniform, color); |
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return *this; |
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} |
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Phong& Phong::bindAmbientTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags & Flag::AmbientTexture, |
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"Shaders::Phong::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this); |
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texture.bind(AmbientTextureUnit); |
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return *this; |
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} |
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Phong& Phong::setDiffuseColor(const Magnum::Color4& color) { |
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if(_lightCount) setUniform(_diffuseColorUniform, color); |
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return *this; |
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} |
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Phong& Phong::bindDiffuseTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags & Flag::DiffuseTexture, |
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"Shaders::Phong::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this); |
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if(_lightCount) texture.bind(DiffuseTextureUnit); |
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return *this; |
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} |
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Phong& Phong::setSpecularColor(const Magnum::Color4& color) { |
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if(_lightCount) setUniform(_specularColorUniform, color); |
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return *this; |
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} |
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Phong& Phong::bindSpecularTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags & Flag::SpecularTexture, |
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"Shaders::Phong::bindSpecularTexture(): the shader was not created with specular texture enabled", *this); |
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if(_lightCount) texture.bind(SpecularTextureUnit); |
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return *this; |
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} |
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Phong& Phong::bindNormalTexture(GL::Texture2D& texture) { |
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CORRADE_ASSERT(_flags & Flag::NormalTexture, |
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"Shaders::Phong::bindNormalTexture(): the shader was not created with normal texture enabled", *this); |
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if(_lightCount) texture.bind(NormalTextureUnit); |
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return *this; |
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} |
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Phong& Phong::bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) { |
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CORRADE_ASSERT(_flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture), |
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"Shaders::Phong::bindTextures(): the shader was not created with any textures enabled", *this); |
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GL::AbstractTexture::bind(AmbientTextureUnit, {ambient, diffuse, specular, normal}); |
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return *this; |
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} |
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Phong& Phong::setShininess(Float shininess) { |
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if(_lightCount) setUniform(_shininessUniform, shininess); |
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return *this; |
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} |
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Phong& Phong::setNormalTextureScale(const Float scale) { |
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CORRADE_ASSERT(_flags & Flag::NormalTexture, |
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"Shaders::Phong::setNormalTextureScale(): the shader was not created with normal texture enabled", *this); |
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if(_lightCount) setUniform(_normalTextureScaleUniform, scale); |
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return *this; |
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} |
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Phong& Phong::setAlphaMask(Float mask) { |
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CORRADE_ASSERT(_flags & Flag::AlphaMask, |
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"Shaders::Phong::setAlphaMask(): the shader was not created with alpha mask enabled", *this); |
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setUniform(_alphaMaskUniform, mask); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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Phong& Phong::setObjectId(UnsignedInt id) { |
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CORRADE_ASSERT(_flags & Flag::ObjectId, |
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"Shaders::Phong::setObjectId(): the shader was not created with object ID enabled", *this); |
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setUniform(_objectIdUniform, id); |
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return *this; |
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} |
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#endif |
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Phong& 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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Phong& Phong::setNormalMatrix(const Matrix3x3& matrix) { |
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if(_lightCount) setUniform(_normalMatrixUniform, matrix); |
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return *this; |
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} |
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Phong& 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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Phong& Phong::setTextureMatrix(const Matrix3& matrix) { |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::Phong::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
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setUniform(_textureMatrixUniform, matrix); |
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return *this; |
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} |
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Phong& Phong::setLightPositions(const Containers::ArrayView<const Vector3> positions) { |
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CORRADE_ASSERT(_lightCount == positions.size(), |
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"Shaders::Phong::setLightPositions(): expected" << _lightCount << "items but got" << positions.size(), *this); |
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if(_lightCount) setUniform(_lightPositionsUniform, positions); |
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return *this; |
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} |
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Phong& Phong::setLightPosition(UnsignedInt id, const Vector3& position) { |
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CORRADE_ASSERT(id < _lightCount, |
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"Shaders::Phong::setLightPosition(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
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setUniform(_lightPositionsUniform + id, position); |
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return *this; |
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} |
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/* It's light, but can't be in the header because MSVC needs to know the size |
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of Vector3 for the initializer list use */ |
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Phong& Phong::setLightPositions(std::initializer_list<Vector3> lights) { |
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return setLightPositions({lights.begin(), lights.size()}); |
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} |
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Phong& Phong::setLightColors(const Containers::ArrayView<const Magnum::Color4> colors) { |
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CORRADE_ASSERT(_lightCount == colors.size(), |
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"Shaders::Phong::setLightColors(): expected" << _lightCount << "items but got" << colors.size(), *this); |
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if(_lightCount) setUniform(_lightColorsUniform, colors); |
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return *this; |
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} |
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/* It's light, but can't be in the header because MSVC needs to know the size |
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of Color for the initializer list use */ |
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Phong& Phong::setLightColors(std::initializer_list<Magnum::Color4> colors) { |
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return setLightColors({colors.begin(), colors.size()}); |
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} |
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Phong& Phong::setLightColor(UnsignedInt id, const Magnum::Color4& color) { |
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CORRADE_ASSERT(id < _lightCount, |
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"Shaders::Phong::setLightColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
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setUniform(_lightColorsUniform + id, color); |
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return *this; |
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} |
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Debug& operator<<(Debug& debug, const Phong::Flag value) { |
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debug << "Shaders::Phong::Flag" << Debug::nospace; |
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switch(value) { |
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/* LCOV_EXCL_START */ |
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#define _c(v) case Phong::Flag::v: return debug << "::" #v; |
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_c(AmbientTexture) |
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_c(DiffuseTexture) |
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_c(SpecularTexture) |
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_c(NormalTexture) |
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_c(Bitangent) |
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_c(AlphaMask) |
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_c(VertexColor) |
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_c(TextureTransformation) |
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#ifndef MAGNUM_TARGET_GLES2 |
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_c(InstancedObjectId) |
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_c(ObjectId) |
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#endif |
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_c(InstancedTransformation) |
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_c(InstancedTextureOffset) |
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#undef _c |
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/* LCOV_EXCL_STOP */ |
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} |
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return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")"; |
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} |
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Debug& operator<<(Debug& debug, const Phong::Flags value) { |
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return Containers::enumSetDebugOutput(debug, value, "Shaders::Phong::Flags{}", { |
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Phong::Flag::AmbientTexture, |
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Phong::Flag::DiffuseTexture, |
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Phong::Flag::SpecularTexture, |
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Phong::Flag::NormalTexture, |
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Phong::Flag::Bitangent, |
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Phong::Flag::AlphaMask, |
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Phong::Flag::VertexColor, |
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Phong::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */ |
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Phong::Flag::TextureTransformation, |
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#ifndef MAGNUM_TARGET_GLES2 |
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Phong::Flag::InstancedObjectId, /* Superset of ObjectId */ |
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Phong::Flag::ObjectId, |
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#endif |
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Phong::Flag::InstancedTransformation}); |
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} |
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}}
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