// ---------------------------------------------------------------------------- // - Open3D: www.open3d.org - // ---------------------------------------------------------------------------- // The MIT License (MIT) // // Copyright (c) 2018 www.open3d.org // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // ---------------------------------------------------------------------------- #pragma once #include #include #include "Open3D/Visualization/Shader/ShaderWrapper.h" namespace open3d { namespace visualization { namespace glsl { class TexturePhongShader : public ShaderWrapper { public: ~TexturePhongShader() override { Release(); } protected: TexturePhongShader(const std::string &name) : ShaderWrapper(name) { Compile(); } protected: bool Compile() final; void Release() final; bool BindGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; bool RenderGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; void UnbindGeometry() final; protected: virtual bool PrepareRendering(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) = 0; virtual bool PrepareBinding(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector &points, std::vector &normals, std::vector &uvs) = 0; protected: void SetLighting(const ViewControl &view, const RenderOption &option); protected: GLuint vertex_position_; GLuint vertex_uv_; GLuint vertex_normal_; GLuint MVP_; GLuint V_; GLuint M_; GLuint light_position_world_; GLuint light_color_; GLuint light_diffuse_power_; GLuint light_specular_power_; GLuint light_specular_shininess_; GLuint light_ambient_; GLuint diffuse_texture_; int num_materials_; std::vector array_offsets_; std::vector draw_array_sizes_; std::vector vertex_position_buffers_; std::vector vertex_uv_buffers_; std::vector vertex_normal_buffers_; std::vector diffuse_texture_buffers_; // At most support 4 lights GLHelper::GLMatrix4f light_position_world_data_; GLHelper::GLMatrix4f light_color_data_; GLHelper::GLVector4f light_diffuse_power_data_; GLHelper::GLVector4f light_specular_power_data_; GLHelper::GLVector4f light_specular_shininess_data_; GLHelper::GLVector4f light_ambient_data_; }; class TexturePhongShaderForTriangleMesh : public TexturePhongShader { public: TexturePhongShaderForTriangleMesh() : TexturePhongShader("TexturePhongShaderForTriangleMesh") {} protected: bool PrepareRendering(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; bool PrepareBinding(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector &points, std::vector &normals, std::vector &uvs) final; }; } // namespace glsl } // namespace visualization } // namespace open3d