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584 lines
22 KiB
584 lines
22 KiB
#ifndef Magnum_Shaders_Phong_h |
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#define Magnum_Shaders_Phong_h |
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/* |
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class @ref Magnum::Shaders::Phong |
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*/ |
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#include "Magnum/GL/AbstractShaderProgram.h" |
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#include "Magnum/Shaders/Generic.h" |
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#include "Magnum/Shaders/visibility.h" |
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namespace Magnum { namespace Shaders { |
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|
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/** |
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@brief Phong shader |
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Uses ambient, diffuse and specular color or texture. For a colored mesh you |
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need to provide the @ref Position and @ref Normal attributes in your triangle |
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mesh. By default, the shader renders the mesh with a white color in an identity |
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transformation. Use @ref setTransformationMatrix(), @ref setNormalMatrix(), |
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@ref setProjectionMatrix(), @ref setLightPosition() and others to configure |
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the shader. |
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If you want to use textures, you need to provide also the |
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@ref TextureCoordinates attribute. Pass appropriate @ref Flag combination to |
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the constructor and then at render time don't forget to also call appropriate |
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subset of @ref bindAmbientTexture(), @ref bindDiffuseTexture() and |
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@ref bindSpecularTexture() (or the combined @ref bindTextures()). The texture |
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is multipled by the color, which is by default set to fully opaque white for |
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enabled textures. |
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@image html shaders-phong.png width=256px |
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@section Shaders-Phong-usage Example usage |
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@subsection Shaders-Phong-usage-colored Colored mesh |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Phong-usage-colored1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Phong-usage-colored2 |
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@subsection Shaders-Phong-usage-texture Diffuse and specular texture |
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Common mesh setup: |
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@snippet MagnumShaders.cpp Phong-usage-texture1 |
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Common rendering setup: |
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@snippet MagnumShaders.cpp Phong-usage-texture2 |
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@subsection Shaders-Phong-usage-alpha Alpha blending and masking |
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Enable @ref Flag::AlphaMask and tune @ref setAlphaMask() for simple |
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binary alpha-masked drawing that doesn't require depth sorting or blending |
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enabled. Note that this feature is implemented using the GLSL @glsl discard @ce |
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operation which is known to have considerable performance impact on some |
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platforms. With proper depth sorting and blending you'll usually get much |
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better performance and output quality. |
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For general alpha-masked drawing you need to provide an ambient texture with |
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alpha channel and set alpha channel of the diffuse/specular color to @cpp 0.0f @ce |
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so only ambient alpha will be taken into account. If you have a diffuse texture |
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combined with the alpha mask, you can use that texture for both ambient and |
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diffuse part and then separate the alpha like this: |
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@snippet MagnumShaders.cpp Phong-usage-alpha |
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@subsection Shaders-Phong-usage-object-id Object ID output |
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The shader supports writing object ID to the framebuffer for object picking or |
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other annotation purposes. Enable it using @ref Flag::ObjectId and set up an |
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integer buffer attached to the @ref ObjectIdOutput attachment. The |
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functionality is practically the same as in the @ref Flat shader, see its |
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@ref Shaders-Flat-usage-object-id documentation for more information and usage |
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example. |
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@requires_gles30 Object ID output requires integer buffer attachments, which |
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are not available in OpenGL ES 2.0 or WebGL 1.0. |
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@section Shaders-Phong-zero-lights Zero lights |
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Creating this shader with zero lights makes its output equivalent to the |
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@ref Flat3D shader --- only @ref setAmbientColor() and @ref bindAmbientTexture() |
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(if @ref Flag::AmbientTexture is enabled) are taken into account, which |
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correspond to @ref Flat::setColor() and @ref Flat::bindTexture(). This is |
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useful to reduce complexity in apps that render models with pre-baked lights. |
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In addition, enabling @ref Flag::VertexColor and using a default ambient color with no texturing makes this shader equivalent to @ref VertexColor. |
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@see @ref shaders |
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*/ |
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class MAGNUM_SHADERS_EXPORT Phong: public GL::AbstractShaderProgram { |
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public: |
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/** |
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* @brief Vertex position |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector3 "Vector3". |
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*/ |
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typedef Generic3D::Position Position; |
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/** |
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* @brief Normal direction |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector3 "Vector3". |
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*/ |
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typedef Generic3D::Normal Normal; |
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/** |
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* @brief Tangent direction |
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* @m_since{2019,10} |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector3 "Vector3", used only if |
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* @ref Flag::NormalTexture is set. |
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*/ |
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typedef Generic3D::Tangent Tangent; |
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/** |
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* @brief 2D texture coordinates |
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* |
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* @ref shaders-generic "Generic attribute", |
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* @ref Magnum::Vector2 "Vector2", used only if at least one of |
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture and |
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* @ref Flag::SpecularTexture is set. |
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*/ |
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typedef Generic3D::TextureCoordinates TextureCoordinates; |
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/** |
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* @brief Three-component vertex color |
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* @m_since{2019,10} |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color3. Use |
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* either this or the @ref Color4 attribute. Used only if |
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* @ref Flag::VertexColor is set. |
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*/ |
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typedef Generic3D::Color3 Color3; |
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/** |
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* @brief Four-component vertex color |
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* @m_since{2019,10} |
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* |
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* @ref shaders-generic "Generic attribute", @ref Magnum::Color4. Use |
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* either this or the @ref Color3 attribute. Used only if |
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* @ref Flag::VertexColor is set. |
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*/ |
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typedef Generic3D::Color4 Color4; |
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enum: UnsignedInt { |
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/** |
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* Color shader output. @ref shaders-generic "Generic output", |
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* present always. Expects three- or four-component floating-point |
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* or normalized buffer attachment. |
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* @m_since{2019,10} |
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*/ |
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ColorOutput = Generic3D::ColorOutput, |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Object ID shader output. @ref shaders-generic "Generic output", |
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* present only if @ref Flag::ObjectId is set. Expects a |
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* single-component unsigned integral attachment. Writes the value |
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* set in @ref setObjectId() there, see |
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* @ref Shaders-Phong-usage-object-id for more information. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or |
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* WebGL 1.0. |
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* @m_since{2019,10} |
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*/ |
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ObjectIdOutput = Generic3D::ObjectIdOutput |
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#endif |
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}; |
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/** |
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* @brief Flag |
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* |
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* @see @ref Flags, @ref flags() |
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*/ |
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enum class Flag: UnsignedByte { |
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/** |
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* Multiply ambient color with a texture. |
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* @see @ref setAmbientColor(), @ref bindAmbientTexture() |
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*/ |
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AmbientTexture = 1 << 0, |
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/** |
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* Multiply diffuse color with a texture. |
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* @see @ref setDiffuseColor(), @ref bindDiffuseTexture() |
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*/ |
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DiffuseTexture = 1 << 1, |
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/** |
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* Multiply specular color with a texture. |
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* @see @ref setSpecularColor(), @ref bindSpecularTexture() |
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*/ |
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SpecularTexture = 1 << 2, |
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/** |
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* Modify normals according to a texture. Requires the |
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* @ref Tangent attribute to be present. |
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* @m_since{2019,10} |
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*/ |
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NormalTexture = 1 << 4, |
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/** |
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* Enable alpha masking. If the combined fragment color has an |
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* alpha less than the value specified with @ref setAlphaMask(), |
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* given fragment is discarded. |
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* |
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* This uses the @glsl discard @ce operation which is known to have |
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* considerable performance impact on some platforms. While useful |
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* for cheap alpha masking that doesn't require depth sorting, |
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* with proper depth sorting and blending you'll usually get much |
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* better performance and output quality. |
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*/ |
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AlphaMask = 1 << 3, |
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/** |
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* Multiply diffuse color with a vertex color. Requires either |
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* the @ref Color3 or @ref Color4 attribute to be present. |
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* @m_since{2019,10} |
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*/ |
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VertexColor = 1 << 5, |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Enable object ID output. See @ref Shaders-Phong-usage-object-id |
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* for more information. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or |
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* WebGL 1.0. |
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* @m_since{2019,10} |
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*/ |
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ObjectId = 1 << 6 |
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#endif |
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}; |
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/** |
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* @brief Flags |
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* |
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* @see @ref flags() |
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*/ |
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typedef Containers::EnumSet<Flag> Flags; |
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/** |
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* @brief Constructor |
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* @param flags Flags |
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* @param lightCount Count of light sources |
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*/ |
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explicit Phong(Flags flags = {}, UnsignedInt lightCount = 1); |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to a moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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* However note that this is a low-level and a potentially dangerous |
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* API, see the documentation of @ref NoCreate for alternatives. |
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*/ |
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explicit Phong(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {} |
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/** @brief Copying is not allowed */ |
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Phong(const Phong&) = delete; |
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/** @brief Move constructor */ |
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Phong(Phong&&) noexcept = default; |
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/** @brief Copying is not allowed */ |
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Phong& operator=(const Phong&) = delete; |
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/** @brief Move assignment */ |
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Phong& operator=(Phong&&) noexcept = default; |
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/** @brief Flags */ |
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Flags flags() const { return _flags; } |
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/** @brief Light count */ |
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UnsignedInt lightCount() const { return _lightCount; } |
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/** |
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* @brief Set ambient color |
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* @return Reference to self (for method chaining) |
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* |
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* If @ref Flag::AmbientTexture is set, default value is |
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* @cpp 0xffffffff_rgbaf @ce and the color will be multiplied with |
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* ambient texture, otherwise default value is @cpp 0x00000000_rgbaf @ce. |
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* @see @ref bindAmbientTexture() |
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*/ |
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Phong& setAmbientColor(const Magnum::Color4& color); |
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/** |
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* @brief Bind an ambient texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::AmbientTexture |
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* enabled. |
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* @see @ref bindTextures(), @ref setAmbientColor() |
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*/ |
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Phong& bindAmbientTexture(GL::Texture2D& texture); |
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/** |
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* @brief Set diffuse color |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is @cpp 0xffffffff_rgbaf @ce. If @ref lightCount() is |
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* zero, this function is a no-op, as diffuse color doesn't contribute |
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* to the output in that case. |
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* @see @ref bindDiffuseTexture() |
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*/ |
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Phong& setDiffuseColor(const Magnum::Color4& color); |
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/** |
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* @brief Bind a diffuse texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::DiffuseTexture |
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* enabled. If @ref lightCount() is zero, this function is a no-op, as |
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* diffuse color doesn't contribute to the output in that case. |
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* @see @ref bindTextures(), @ref setDiffuseColor() |
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*/ |
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Phong& bindDiffuseTexture(GL::Texture2D& texture); |
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/** |
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* @brief Bind a normal texture |
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* @return Reference to self (for method chaining) |
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* @m_since{2019,10} |
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* |
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* Expects that the shader was created with @ref Flag::NormalTexture |
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* enabled and the @ref Tangent attribute was supplied. If |
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* @ref lightCount() is zero, this function is a no-op, as normals |
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* dosn't contribute to the output in that case. |
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* @see @ref bindTextures() |
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*/ |
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Phong& bindNormalTexture(GL::Texture2D& texture); |
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/** |
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* @brief Set specular color |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is @cpp 0xffffffff_rgbaf @ce. Color will be multiplied |
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* with specular texture if @ref Flag::SpecularTexture is set. If you |
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* want to have a fully diffuse material, set specular color to |
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* @cpp 0x000000ff_rgbaf @ce. If @ref lightCount() is zero, this |
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* function is a no-op, as specular color doesn't contribute to the |
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* output in that case. |
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* @see @ref bindSpecularTexture() |
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*/ |
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Phong& setSpecularColor(const Magnum::Color4& color); |
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/** |
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* @brief Bind a specular texture |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::SpecularTexture |
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* enabled. If @ref lightCount() is zero, this function is a no-op, as |
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* specular color doesn't contribute to the output in that case. |
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* @see @ref bindTextures(), @ref setSpecularColor() |
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*/ |
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Phong& bindSpecularTexture(GL::Texture2D& texture); |
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/** |
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* @brief Bind textures |
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* @return Reference to self (for method chaining) |
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* |
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* A particular texture has effect only if particular texture flag from |
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* @ref Phong::Flag "Flag" is set, you can use @cpp nullptr @ce for the |
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* rest. Expects that the shader was created with at least one of |
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* @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture, |
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* @ref Flag::SpecularTexture or @ref Flag::NormalTexture enabled. More |
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* efficient than setting each texture separately. |
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* @see @ref bindAmbientTexture(), @ref bindDiffuseTexture(), |
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* @ref bindSpecularTexture(), @ref bindNormalTexture() |
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*/ |
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Phong& bindTextures(GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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= nullptr |
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#endif |
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); |
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/** |
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* @brief Set shininess |
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* @return Reference to self (for method chaining) |
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* |
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* The larger value, the harder surface (smaller specular highlight). |
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* Initial value is @cpp 80.0f @ce. If @ref lightCount() is zero, this |
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* function is a no-op, as specular color doesn't contribute to the |
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* output in that case. |
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*/ |
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Phong& setShininess(Float shininess); |
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/** |
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* @brief Set alpha mask value |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::AlphaMask |
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* enabled. Fragments with alpha values smaller than the mask value |
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* will be discarded. Initial value is @cpp 0.5f @ce. See the flag |
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* documentation for further information. |
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*/ |
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Phong& setAlphaMask(Float mask); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Set object ID |
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* @return Reference to self (for method chaining) |
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* |
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* Expects that the shader was created with @ref Flag::ObjectId |
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* enabled. Value set here is written to the @ref ObjectIdOutput, see |
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* @ref Shaders-Phong-usage-object-id for more information. Default is |
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* @cpp 0 @ce. |
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* @requires_gles30 Object ID output requires integer buffer |
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* attachments, which are not available in OpenGL ES 2.0 or WebGL |
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* 1.0. |
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*/ |
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Phong& setObjectId(UnsignedInt id); |
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#endif |
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/** |
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* @brief Set transformation matrix |
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* @return Reference to self (for method chaining) |
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* |
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* You need to set also @ref setNormalMatrix() with a corresponding |
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* value. Initial value is an identity matrix. |
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*/ |
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Phong& setTransformationMatrix(const Matrix4& matrix); |
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/** |
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* @brief Set normal matrix |
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* @return Reference to self (for method chaining) |
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* |
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* The matrix doesn't need to be normalized, as the renormalization |
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* must be done in the shader anyway. You need to set also |
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* @ref setTransformationMatrix() with a corresponding value. Initial |
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* value is an identity matrix. If @ref lightCount() is zero, this |
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* function is a no-op, as normals don't contribute to the output in |
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* that case. |
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* @see @ref Math::Matrix4::normalMatrix() |
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*/ |
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Phong& setNormalMatrix(const Matrix3x3& matrix); |
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/** |
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* @brief Set projection matrix |
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* @return Reference to self (for method chaining) |
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* |
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* Initial value is an identity matrix (i.e., an orthographic |
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* projection of the default @f$ [ -\boldsymbol{1} ; \boldsymbol{1} ] @f$ |
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* cube). |
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*/ |
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Phong& setProjectionMatrix(const Matrix4& matrix); |
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|
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/** |
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* @brief Set light positions |
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* @return Reference to self (for method chaining) |
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* |
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* Initial values are zero vectors --- that will in most cases cause |
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* the object to be rendered black (or in the ambient color), as the |
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* lights are is inside of it. Expects that the size of the @p lights |
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* array is the same as @ref lightCount(). |
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* @see @ref setLightPosition(UnsignedInt, const Vector3&), |
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* @ref setLightPosition(const Vector3&) |
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*/ |
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Phong& setLightPositions(Containers::ArrayView<const Vector3> lights); |
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|
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/** @overload */ |
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Phong& setLightPositions(std::initializer_list<Vector3> lights); |
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|
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/** |
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* @brief Set position for given light |
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* @return Reference to self (for method chaining) |
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* |
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* Unlike @ref setLightPosition() updates just a single light position. |
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* Expects that @p id is less than @ref lightCount(). |
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* @see @ref setLightPosition(const Vector3&) |
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*/ |
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Phong& setLightPosition(UnsignedInt id, const Vector3& position); |
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/** |
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* @brief Set light position |
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* @return Reference to self (for method chaining) |
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* |
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* Convenience alternative to @ref setLightPositions() when there is |
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* just one light. |
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* @see @ref setLightPosition(UnsignedInt, const Vector3&) |
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*/ |
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Phong& setLightPosition(const Vector3& position) { |
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return setLightPositions({&position, 1}); |
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} |
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/** |
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* @brief Set light colors |
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* @return Reference to self (for method chaining) |
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* |
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* Initial values are @cpp 0xffffffff_rgbaf @ce. Expects that the size |
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* of the @p colors array is the same as @ref lightCount(). |
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*/ |
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Phong& setLightColors(Containers::ArrayView<const Magnum::Color4> colors); |
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|
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/** @overload */ |
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Phong& setLightColors(std::initializer_list<Magnum::Color4> colors); |
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|
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/** |
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* @brief Set position for given light |
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* @return Reference to self (for method chaining) |
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* |
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* Unlike @ref setLightColors() updates just a single light color. |
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* Expects that @p id is less than @ref lightCount(). |
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* @see @ref setLightColor(const Magnum::Color4&) |
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*/ |
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Phong& setLightColor(UnsignedInt id, const Magnum::Color4& color); |
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|
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/** |
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* @brief Set light color |
|
* @return Reference to self (for method chaining) |
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* |
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* Convenience alternative to @ref setLightColors() when there is just |
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* one light. |
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* @see @ref setLightColor(UnsignedInt, const Magnum::Color4&) |
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*/ |
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Phong& setLightColor(const Magnum::Color4& color) { |
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return setLightColors({&color, 1}); |
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} |
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|
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private: |
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Flags _flags; |
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UnsignedInt _lightCount; |
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Int _transformationMatrixUniform{0}, |
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_projectionMatrixUniform{1}, |
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_normalMatrixUniform{2}, |
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_ambientColorUniform{4}, |
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_diffuseColorUniform{5}, |
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_specularColorUniform{6}, |
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_shininessUniform{7}, |
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_alphaMaskUniform{8}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int _objectIdUniform{9}; |
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#endif |
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Int _lightPositionsUniform{10}, |
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_lightColorsUniform; /* 10 + lightCount, set in the constructor */ |
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}; |
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/** @debugoperatorclassenum{Phong,Phong::Flag} */ |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flag value); |
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/** @debugoperatorclassenum{Phong,Phong::Flags} */ |
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MAGNUM_SHADERS_EXPORT Debug& operator<<(Debug& debug, Phong::Flags value); |
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|
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CORRADE_ENUMSET_OPERATORS(Phong::Flags) |
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|
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}} |
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#endif
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