1 #ifndef Magnum_Examples_ReflectorShader_h
2 #define Magnum_Examples_ReflectorShader_h
3 /*
4     This file is part of Magnum.
5 
6     Original authors — credit is appreciated but not required:
7 
8         2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 —
9             Vladimír Vondruš <mosra@centrum.cz>
10 
11     This is free and unencumbered software released into the public domain.
12 
13     Anyone is free to copy, modify, publish, use, compile, sell, or distribute
14     this software, either in source code form or as a compiled binary, for any
15     purpose, commercial or non-commercial, and by any means.
16 
17     In jurisdictions that recognize copyright laws, the author or authors of
18     this software dedicate any and all copyright interest in the software to
19     the public domain. We make this dedication for the benefit of the public
20     at large and to the detriment of our heirs and successors. We intend this
21     dedication to be an overt act of relinquishment in perpetuity of all
22     present and future rights to this software under copyright law.
23 
24     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
25     IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
26     FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
27     THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
28     IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
29     CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
30 */
31 
32 #include <Magnum/GL/AbstractShaderProgram.h>
33 #include <Magnum/Math/Color.h>
34 #include <Magnum/Math/Matrix3.h>
35 #include <Magnum/Math/Matrix4.h>
36 
37 namespace Magnum { namespace Examples {
38 
39 class ReflectorShader: public GL::AbstractShaderProgram {
40     public:
41         typedef GL::Attribute<0, Vector3> Position;
42         typedef GL::Attribute<1, Vector2> TextureCoords;
43 
44         explicit ReflectorShader();
45 
setTransformationMatrix(const Matrix4 & matrix)46         ReflectorShader& setTransformationMatrix(const Matrix4& matrix) {
47             setUniform(_transformationMatrixUniform, matrix);
48             return *this;
49         }
50 
setNormalMatrix(const Matrix3 & matrix)51         ReflectorShader& setNormalMatrix(const Matrix3& matrix) {
52             setUniform(_normalMatrixUniform, matrix);
53             return *this;
54         }
55 
setProjectionMatrix(const Matrix4 & matrix)56         ReflectorShader& setProjectionMatrix(const Matrix4& matrix) {
57             setUniform(_projectionMatrixUniform, matrix);
58             return *this;
59         }
60 
setCameraMatrix(const Matrix3 & matrix)61         ReflectorShader& setCameraMatrix(const Matrix3& matrix) {
62             setUniform(_cameraMatrixUniform, matrix);
63             return *this;
64         }
65 
setReflectivity(Float reflectivity)66         ReflectorShader& setReflectivity(Float reflectivity) {
67             setUniform(_reflectivityUniform, reflectivity);
68             return *this;
69         }
70 
setDiffuseColor(const Color3 & color)71         ReflectorShader& setDiffuseColor(const Color3& color) {
72             setUniform(_diffuseColorUniform, color);
73             return *this;
74         }
75 
76         ReflectorShader& setTexture(GL::CubeMapTexture& texture);
77 
78         ReflectorShader& setTarnishTexture(GL::Texture2D& texture);
79 
80     private:
81         Int _transformationMatrixUniform,
82             _normalMatrixUniform,
83             _projectionMatrixUniform,
84             _cameraMatrixUniform,
85             _reflectivityUniform,
86             _diffuseColorUniform;
87 };
88 
89 }}
90 
91 #endif
92