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975 lines
43 KiB
975 lines
43 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, 2021 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 "PhongGL.h" |
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#if defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_BUILD_DEPRECATED) |
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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/Containers/StringView.h> |
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#include <Corrade/Containers/StringStl.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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#ifndef MAGNUM_TARGET_GLES2 |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/TextureArray.h" |
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#endif |
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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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#ifndef MAGNUM_TARGET_GLES2 |
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enum: Int { |
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ProjectionBufferBinding = 0, |
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TransformationBufferBinding = 1, |
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DrawBufferBinding = 2, |
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TextureTransformationBufferBinding = 3, |
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MaterialBufferBinding = 4, |
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LightBufferBinding = 5 |
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}; |
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#endif |
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} |
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PhongGL::PhongGL(const Flags flags, const UnsignedInt lightCount |
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#ifndef MAGNUM_TARGET_GLES2 |
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, const UnsignedInt materialCount, const UnsignedInt drawCount |
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#endif |
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): |
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_flags{flags}, |
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_lightCount{lightCount}, |
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#ifndef MAGNUM_TARGET_GLES2 |
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_materialCount{materialCount}, |
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_drawCount{drawCount}, |
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#endif |
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_lightColorsUniform{_lightPositionsUniform + Int(lightCount)}, |
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_lightSpecularColorsUniform{_lightPositionsUniform + 2*Int(lightCount)}, |
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_lightRangesUniform{_lightPositionsUniform + 3*Int(lightCount)} |
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{ |
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CORRADE_ASSERT(!(flags & Flag::TextureTransformation) || (flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)), |
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"Shaders::PhongGL: texture transformation enabled but the shader is not textured", ); |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(flags >= Flag::InstancedObjectId) || !(flags & Flag::Bitangent), |
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"Shaders::PhongGL: Bitangent attribute binding conflicts with the ObjectId attribute, use a Tangent4 attribute with instanced object ID rendering instead", ); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount, |
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"Shaders::PhongGL: material count can't be zero", ); |
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount, |
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"Shaders::PhongGL: draw count can't be zero", ); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(flags & Flag::TextureArrays) || (flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture)), |
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"Shaders::PhongGL: texture arrays enabled but the shader is not textured", ); |
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CORRADE_ASSERT(!(flags & Flag::UniformBuffers) || !(flags & Flag::TextureArrays) || flags >= (Flag::TextureArrays|Flag::TextureTransformation), |
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"Shaders::PhongGL: texture arrays require texture transformation enabled as well if uniform buffers are used", ); |
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CORRADE_ASSERT(!(flags & Flag::LightCulling) || (flags & Flag::UniformBuffers), |
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"Shaders::PhongGL: light culling requires uniform buffers to be enabled", ); |
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#endif |
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CORRADE_ASSERT(!(flags & Flag::SpecularTexture) || !(flags & (Flag::NoSpecular)), |
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"Shaders::PhongGL: specular texture requires the shader to not have specular disabled", ); |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags >= Flag::UniformBuffers) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::MultiDraw) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); |
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#else |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); |
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#endif |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags >= Flag::TextureArrays) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::texture_array); |
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#endif |
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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("MagnumShadersGL")) |
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importShaderResources(); |
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#endif |
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Utility::Resource rs("MagnumShadersGL"); |
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const GL::Context& context = GL::Context::current(); |
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#ifndef MAGNUM_TARGET_GLES |
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || context.isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>(), |
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"Shaders::PhongGL: uniform buffers require" << GL::Extensions::ARB::uniform_buffer_object::string(), ); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = context.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 = context.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(!(flags >= Flag::UniformBuffers) && lightCount) { |
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using namespace Containers::Literals; |
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/* Initializer for the light color / position / range arrays -- we need |
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a list of initializers joined by commas. For GLES we'll simply |
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upload the values directly. */ |
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constexpr Containers::StringView lightPositionInitializerPreamble = "#define LIGHT_POSITION_INITIALIZER "_s; |
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constexpr Containers::StringView lightColorInitializerPreamble = "#define LIGHT_COLOR_INITIALIZER "_s; |
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constexpr Containers::StringView lightRangeInitializerPreamble = "#define LIGHT_RANGE_INITIALIZER "_s; |
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constexpr Containers::StringView lightPositionInitializerItem = "vec4(0.0, 0.0, 1.0, 0.0), "_s; |
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constexpr Containers::StringView lightColorInitializerItem = "vec3(1.0), "_s; |
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constexpr Containers::StringView lightRangeInitializerItem = "1.0/0.0, "_s; |
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lightInitializer.reserve( |
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lightPositionInitializerPreamble.size() + |
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lightColorInitializerPreamble.size() + |
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lightRangeInitializerPreamble.size() + |
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lightCount*(lightPositionInitializerItem.size() + |
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lightColorInitializerItem.size() + |
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lightRangeInitializerItem.size())); |
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lightInitializer.append(lightPositionInitializerPreamble); |
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for(std::size_t i = 0; i != lightCount; ++i) |
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lightInitializer.append(lightPositionInitializerItem); |
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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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lightInitializer.append(lightColorInitializerPreamble); |
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for(std::size_t i = 0; i != lightCount; ++i) |
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lightInitializer.append(lightColorInitializerItem); |
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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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lightInitializer.append(lightRangeInitializerPreamble); |
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for(std::size_t i = 0; i != lightCount; ++i) |
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lightInitializer.append(lightRangeInitializerItem); |
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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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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n" : "") |
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#endif |
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.addSource(lightCount ? "#define HAS_LIGHTS\n" : "") |
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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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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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vert.addSource(Utility::formatString( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n", |
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drawCount, |
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lightCount)); |
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vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); |
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} |
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#endif |
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vert.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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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(flags & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n" : "") |
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#endif |
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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(flags & Flag::NoSpecular ? "#define NO_SPECULAR\n" : "") |
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; |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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frag.addSource(Utility::formatString( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n" |
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"#define MATERIAL_COUNT {}\n" |
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"#define LIGHT_COUNT {}\n", |
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drawCount, |
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materialCount, |
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lightCount)); |
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frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : "") |
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.addSource(flags >= Flag::LightCulling ? "#define LIGHT_CULLING\n" : ""); |
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} else |
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#endif |
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{ |
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frag.addSource(Utility::formatString( |
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"#define LIGHT_COUNT {}\n" |
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"#define LIGHT_COLORS_LOCATION {}\n" |
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"#define LIGHT_SPECULAR_COLORS_LOCATION {}\n" |
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"#define LIGHT_RANGES_LOCATION {}\n", |
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lightCount, |
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_lightPositionsUniform + lightCount, |
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_lightPositionsUniform + 2*lightCount, |
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_lightPositionsUniform + 3*lightCount)); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(!(flags >= Flag::UniformBuffers) && lightCount) |
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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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|
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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(!context.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(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version)) |
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#endif |
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{ |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"); |
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} else |
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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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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags & Flag::TextureArrays) |
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_textureLayerUniform = uniformLocation("textureLayer"); |
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#endif |
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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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if(!(flags & Flag::NoSpecular)) { |
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_specularColorUniform = uniformLocation("specularColor"); |
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_shininessUniform = uniformLocation("shininess"); |
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} |
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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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if(!(flags & Flag::NoSpecular)) |
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_lightSpecularColorsUniform = uniformLocation("lightSpecularColors"); |
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_lightRangesUniform = uniformLocation("lightRanges"); |
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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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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags && !context.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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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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setUniformBlockBinding(uniformBlockIndex("Projection"), ProjectionBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Transformation"), TransformationBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding); |
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if(flags & Flag::TextureTransformation) |
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setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding); |
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if(lightCount) |
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setUniformBlockBinding(uniformBlockIndex("Light"), LightBufferBinding); |
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} |
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#endif |
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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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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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/* Draw offset is zero by default */ |
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} else |
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#endif |
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{ |
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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(Matrix4{Math::IdentityInit}); |
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setProjectionMatrix(Matrix4{Math::IdentityInit}); |
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if(lightCount) { |
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setDiffuseColor(Magnum::Color4{1.0f}); |
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if(!(flags & Flag::NoSpecular)) { |
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setSpecularColor(Magnum::Color4{1.0f, 0.0f}); |
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setShininess(80.0f); |
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} |
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if(flags & Flag::NormalTexture) |
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setNormalTextureScale(1.0f); |
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setLightPositions(Containers::Array<Vector4>{DirectInit, lightCount, Vector4{0.0f, 0.0f, 1.0f, 0.0f}}); |
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Containers::Array<Magnum::Color3> colors{DirectInit, lightCount, Magnum::Color3{1.0f}}; |
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setLightColors(colors); |
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if(!(flags & Flag::NoSpecular)) |
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setLightSpecularColors(colors); |
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setLightRanges(Containers::Array<Float>{DirectInit, lightCount, Constants::inf()}); |
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/* Light position is zero by default */ |
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setNormalMatrix(Matrix3x3{Math::IdentityInit}); |
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} |
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if(flags & Flag::TextureTransformation) |
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setTextureMatrix(Matrix3{Math::IdentityInit}); |
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/* Texture layer is zero by default */ |
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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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} |
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#endif |
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} |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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PhongGL::PhongGL(const Flags flags, const UnsignedInt lightCount): PhongGL{flags, lightCount, 1, 1} {} |
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#endif |
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|
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PhongGL& PhongGL::setAmbientColor(const Magnum::Color4& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::PhongGL::setAmbientColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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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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PhongGL& PhongGL::setDiffuseColor(const Magnum::Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::PhongGL::setDiffuseColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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if(_lightCount) setUniform(_diffuseColorUniform, color); |
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return *this; |
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} |
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|
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PhongGL& PhongGL::setSpecularColor(const Magnum::Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::PhongGL::setSpecularColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
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"Shaders::PhongGL::setSpecularColor(): the shader was created with specular disabled", *this); |
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if(_lightCount) setUniform(_specularColorUniform, color); |
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return *this; |
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} |
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|
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PhongGL& PhongGL::setShininess(Float shininess) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setShininess(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setShininess(): the shader was created with specular disabled", *this); |
|
if(_lightCount) setUniform(_shininessUniform, shininess); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setNormalTextureScale(const Float scale) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setNormalTextureScale(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::setNormalTextureScale(): the shader was not created with normal texture enabled", *this); |
|
if(_lightCount) setUniform(_normalTextureScaleUniform, scale); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setAlphaMask(Float mask) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setAlphaMask(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::AlphaMask, |
|
"Shaders::PhongGL::setAlphaMask(): the shader was not created with alpha mask enabled", *this); |
|
setUniform(_alphaMaskUniform, mask); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setObjectId(UnsignedInt id) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setObjectId(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::ObjectId, |
|
"Shaders::PhongGL::setObjectId(): the shader was not created with object ID enabled", *this); |
|
setUniform(_objectIdUniform, id); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setTransformationMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTransformationMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_transformationMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setNormalMatrix(const Matrix3x3& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setNormalMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
if(_lightCount) setUniform(_normalMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setProjectionMatrix(const Matrix4& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
setUniform(_projectionMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setTextureMatrix(const Matrix3& matrix) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
|
setUniform(_textureMatrixUniform, matrix); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setTextureLayer(UnsignedInt id) { |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setTextureLayer(): the shader was created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::setTextureLayer(): the shader was not created with texture arrays enabled", *this); |
|
setUniform(_textureLayerUniform, id); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector4> positions) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightPositions(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == positions.size(), |
|
"Shaders::PhongGL::setLightPositions(): expected" << _lightCount << "items but got" << positions.size(), *this); |
|
if(_lightCount) setUniform(_lightPositionsUniform, positions); |
|
return *this; |
|
} |
|
|
|
/* It's light, but can't be in the header because MSVC needs to know the size |
|
of Vector3 for the initializer list use */ |
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector4> positions) { |
|
return setLightPositions(Containers::arrayView(positions)); |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightPositions(const Containers::ArrayView<const Vector3> positions) { |
|
Containers::Array<Vector4> fourComponent{NoInit, positions.size()}; |
|
for(std::size_t i = 0; i != positions.size(); ++i) |
|
fourComponent[i] = Vector4{positions[i], 0.0f}; |
|
setLightPositions(fourComponent); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightPositions(const std::initializer_list<Vector3> positions) { |
|
CORRADE_IGNORE_DEPRECATED_PUSH |
|
return setLightPositions(Containers::arrayView(positions)); |
|
CORRADE_IGNORE_DEPRECATED_POP |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightPosition(const UnsignedInt id, const Vector4& position) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightPosition(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightPosition(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
|
setUniform(_lightPositionsUniform + id, position); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightPosition(UnsignedInt id, const Vector3& position) { |
|
return setLightPosition(id, Vector4{position, 0.0f}); |
|
} |
|
|
|
PhongGL& PhongGL::setLightPosition(const Vector3& position) { |
|
/* Use the list variant to check the shader really has just one light */ |
|
return setLightPositions({Vector4{position, 0.0f}}); |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color3> colors) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightColors(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == colors.size(), |
|
"Shaders::PhongGL::setLightColors(): expected" << _lightCount << "items but got" << colors.size(), *this); |
|
if(_lightCount) setUniform(_lightColorsUniform, colors); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightColors(const Containers::ArrayView<const Magnum::Color4> colors) { |
|
Containers::Array<Magnum::Color3> threeComponent{NoInit, colors.size()}; |
|
for(std::size_t i = 0; i != colors.size(); ++i) |
|
threeComponent[i] = colors[i].rgb(); |
|
setLightColors(threeComponent); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color4> colors) { |
|
CORRADE_IGNORE_DEPRECATED_PUSH |
|
return setLightColors(Containers::arrayView(colors)); |
|
CORRADE_IGNORE_DEPRECATED_POP |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightColors(const std::initializer_list<Magnum::Color3> colors) { |
|
return setLightColors(Containers::arrayView(colors)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightColor(const UnsignedInt id, const Magnum::Color3& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
|
setUniform(_lightColorsUniform + id, color); |
|
return *this; |
|
} |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
PhongGL& PhongGL::setLightColor(UnsignedInt id, const Magnum::Color4& color) { |
|
return setLightColor(id, color.rgb()); |
|
} |
|
|
|
PhongGL& PhongGL::setLightColor(const Magnum::Color4& color) { |
|
/* Use the list variant to check the shader really has just one light */ |
|
return setLightColors({color.rgb()}); |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const Containers::ArrayView<const Magnum::Color3> colors) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightSpecularColors(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == colors.size(), |
|
"Shaders::PhongGL::setLightSpecularColors(): expected" << _lightCount << "items but got" << colors.size(), *this); |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setLightSpecularColors(): the shader was created with specular disabled", *this); |
|
if(_lightCount) setUniform(_lightSpecularColorsUniform, colors); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightSpecularColors(const std::initializer_list<Magnum::Color3> colors) { |
|
return setLightSpecularColors(Containers::arrayView(colors)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightSpecularColor(const UnsignedInt id, const Magnum::Color3& color) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightSpecularColor(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightSpecularColor(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
|
CORRADE_ASSERT(!(_flags >= Flag::NoSpecular), |
|
"Shaders::PhongGL::setLightSpecularColor(): the shader was created with specular disabled", *this); |
|
setUniform(_lightSpecularColorsUniform + id, color); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightRanges(const Containers::ArrayView<const Float> ranges) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightRanges(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(_lightCount == ranges.size(), |
|
"Shaders::PhongGL::setLightRanges(): expected" << _lightCount << "items but got" << ranges.size(), *this); |
|
if(_lightCount) setUniform(_lightRangesUniform, ranges); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::setLightRanges(const std::initializer_list<Float> ranges) { |
|
return setLightRanges(Containers::arrayView(ranges)); |
|
} |
|
|
|
PhongGL& PhongGL::setLightRange(const UnsignedInt id, const Float range) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
|
"Shaders::PhongGL::setLightRange(): the shader was created with uniform buffers enabled", *this); |
|
#endif |
|
CORRADE_ASSERT(id < _lightCount, |
|
"Shaders::PhongGL::setLightRange(): light ID" << id << "is out of bounds for" << _lightCount << "lights", *this); |
|
setUniform(_lightRangesUniform + id, range); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::setDrawOffset(const UnsignedInt offset) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(offset < _drawCount, |
|
"Shaders::PhongGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); |
|
if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindProjectionBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, ProjectionBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, ProjectionBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTransformationBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TransformationBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindDrawBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
|
"Shaders::PhongGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindMaterialBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindLightBuffer(GL::Buffer& buffer) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, LightBufferBinding); |
|
return *this; |
|
} |
|
|
|
PhongGL& PhongGL::bindLightBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
|
CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::PhongGL::bindLightBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind(GL::Buffer::Target::Uniform, LightBufferBinding, offset, size); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindAmbientTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::AmbientTexture, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
texture.bind(AmbientTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindAmbientTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::AmbientTexture, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with ambient texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindAmbientTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
texture.bind(AmbientTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindDiffuseTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::DiffuseTexture, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_lightCount) texture.bind(DiffuseTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindDiffuseTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::DiffuseTexture, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with diffuse texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindDiffuseTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_lightCount) texture.bind(DiffuseTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindSpecularTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::SpecularTexture, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_lightCount) texture.bind(SpecularTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindSpecularTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::SpecularTexture, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with specular texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindSpecularTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_lightCount) texture.bind(SpecularTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindNormalTexture(GL::Texture2D& texture) { |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
if(_lightCount) texture.bind(NormalTextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL& PhongGL::bindNormalTexture(GL::Texture2DArray& texture) { |
|
CORRADE_ASSERT(_flags & Flag::NormalTexture, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with normal texture enabled", *this); |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::PhongGL::bindNormalTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
if(_lightCount) texture.bind(NormalTextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
PhongGL& PhongGL::bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) { |
|
CORRADE_ASSERT(_flags & (Flag::AmbientTexture|Flag::DiffuseTexture|Flag::SpecularTexture|Flag::NormalTexture), |
|
"Shaders::PhongGL::bindTextures(): the shader was not created with any textures enabled", *this); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::PhongGL::bindTextures(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
GL::AbstractTexture::bind(AmbientTextureUnit, {ambient, diffuse, specular, normal}); |
|
return *this; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flag value) { |
|
debug << "Shaders::PhongGL::Flag" << Debug::nospace; |
|
|
|
switch(value) { |
|
/* LCOV_EXCL_START */ |
|
#define _c(v) case PhongGL::Flag::v: return debug << "::" #v; |
|
_c(AmbientTexture) |
|
_c(DiffuseTexture) |
|
_c(SpecularTexture) |
|
_c(NormalTexture) |
|
_c(Bitangent) |
|
_c(AlphaMask) |
|
_c(VertexColor) |
|
_c(TextureTransformation) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(InstancedObjectId) |
|
_c(ObjectId) |
|
#endif |
|
_c(InstancedTransformation) |
|
_c(InstancedTextureOffset) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(UniformBuffers) |
|
_c(MultiDraw) |
|
_c(TextureArrays) |
|
_c(LightCulling) |
|
#endif |
|
_c(NoSpecular) |
|
#undef _c |
|
/* LCOV_EXCL_STOP */ |
|
} |
|
|
|
return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedInt(value)) << Debug::nospace << ")"; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const PhongGL::Flags value) { |
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::PhongGL::Flags{}", { |
|
PhongGL::Flag::AmbientTexture, |
|
PhongGL::Flag::DiffuseTexture, |
|
PhongGL::Flag::SpecularTexture, |
|
PhongGL::Flag::NormalTexture, |
|
PhongGL::Flag::Bitangent, |
|
PhongGL::Flag::AlphaMask, |
|
PhongGL::Flag::VertexColor, |
|
PhongGL::Flag::InstancedTextureOffset, /* Superset of TextureTransformation */ |
|
PhongGL::Flag::TextureTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::Flag::InstancedObjectId, /* Superset of ObjectId */ |
|
PhongGL::Flag::ObjectId, |
|
#endif |
|
PhongGL::Flag::InstancedTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
PhongGL::Flag::MultiDraw, /* Superset of UniformBuffers */ |
|
PhongGL::Flag::UniformBuffers, |
|
PhongGL::Flag::TextureArrays, |
|
PhongGL::Flag::LightCulling, |
|
#endif |
|
PhongGL::Flag::NoSpecular |
|
}); |
|
} |
|
|
|
}}
|
|
|