File phong_multi_light.hpp¶
File List > gs > phong_multi_light.hpp
Go to the documentation of this file
#ifndef ROBOT_DART_GUI_MAGNUM_GS_PHONG_MULTI_LIGHT_HPP
#define ROBOT_DART_GUI_MAGNUM_GS_PHONG_MULTI_LIGHT_HPP
#include <robot_dart/gui/magnum/gs/light.hpp>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/Assert.h>
#include <Magnum/GL/AbstractShaderProgram.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Matrix4.h>
#include <Magnum/Shaders/Generic.h>
namespace robot_dart {
namespace gui {
namespace magnum {
namespace gs {
class PhongMultiLight : public Magnum::GL::AbstractShaderProgram {
public:
using Position = Magnum::Shaders::Generic3D::Position;
using Normal = Magnum::Shaders::Generic3D::Normal;
using TextureCoordinates = Magnum::Shaders::Generic3D::TextureCoordinates;
enum class Flag : Magnum::UnsignedByte {
AmbientTexture = 1 << 0,
DiffuseTexture = 1 << 1,
SpecularTexture = 1 << 2
};
using Flags = Magnum::Containers::EnumSet<Flag>;
explicit PhongMultiLight(Flags flags = {}, Magnum::Int max_lights = 10);
explicit PhongMultiLight(Magnum::NoCreateT) noexcept;
Flags flags() const;
PhongMultiLight& set_material(Material& material);
PhongMultiLight& set_light(Magnum::Int i, const Light& light);
PhongMultiLight& set_transformation_matrix(const Magnum::Matrix4& matrix);
PhongMultiLight& set_camera_matrix(const Magnum::Matrix4& matrix);
PhongMultiLight& set_normal_matrix(const Magnum::Matrix3x3& matrix);
PhongMultiLight& set_projection_matrix(const Magnum::Matrix4& matrix);
PhongMultiLight& set_far_plane(Magnum::Float far_plane);
PhongMultiLight& set_is_shadowed(bool shadows);
PhongMultiLight& set_transparent_shadows(bool shadows);
PhongMultiLight& set_specular_strength(Magnum::Float specular_strength);
PhongMultiLight& bind_shadow_texture(Magnum::GL::Texture2DArray& texture);
PhongMultiLight& bind_shadow_color_texture(Magnum::GL::Texture2DArray& texture);
PhongMultiLight& bind_cube_map_texture(Magnum::GL::CubeMapTextureArray& texture);
PhongMultiLight& bind_cube_map_color_texture(Magnum::GL::CubeMapTextureArray& texture);
Magnum::Int max_lights() const;
private:
Flags _flags;
Magnum::Int _max_lights = 10;
Magnum::Int _transformation_matrix_uniform{0}, _camera_matrix_uniform{7}, _projection_matrix_uniform{1}, _normal_matrix_uniform{2},
_shininess_uniform{3}, _ambient_color_uniform{4}, _diffuse_color_uniform{5}, _specular_color_uniform{6}, _specular_strength_uniform{11},
_lights_uniform{12}, _lights_matrices_uniform, _far_plane_uniform{8}, _is_shadowed_uniform{9}, _transparent_shadows_uniform{10},
_shadow_textures_location{3}, _cube_map_textures_location{4}, _shadow_color_textures_location{5}, _cube_map_color_textures_location{6};
const Magnum::Int _light_loc_size = 13;
};
CORRADE_ENUMSET_OPERATORS(PhongMultiLight::Flags)
} // namespace gs
} // namespace magnum
} // namespace gui
} // namespace robot_dart
#endif