// ---------------------------------------------------------------------------- // - Open3D: www.open3d.org - // ---------------------------------------------------------------------------- // Copyright (c) 2018-2023 www.open3d.org // SPDX-License-Identifier: MIT // ---------------------------------------------------------------------------- #pragma once #include #include #include "open3d/visualization/shader/ShaderWrapper.h" namespace open3d { namespace visualization { namespace glsl { class PhongShader : public ShaderWrapper { public: ~PhongShader() override { Release(); } protected: PhongShader(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 &colors) = 0; protected: void SetLighting(const ViewControl &view, const RenderOption &option); protected: GLuint vertex_position_; GLuint vertex_position_buffer_; GLuint vertex_color_; GLuint vertex_color_buffer_; GLuint vertex_normal_; GLuint vertex_normal_buffer_; 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_; // At most support 4 lights gl_util::GLMatrix4f light_position_world_data_; gl_util::GLMatrix4f light_color_data_; gl_util::GLVector4f light_diffuse_power_data_; gl_util::GLVector4f light_specular_power_data_; gl_util::GLVector4f light_specular_shininess_data_; gl_util::GLVector4f light_ambient_data_; }; class PhongShaderForPointCloud : public PhongShader { public: PhongShaderForPointCloud() : PhongShader("PhongShaderForPointCloud") {} 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 &colors) final; }; class PhongShaderForTriangleMesh : public PhongShader { public: PhongShaderForTriangleMesh() : PhongShader("PhongShaderForTriangleMesh") {} 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 &colors) final; }; } // namespace glsl } // namespace visualization } // namespace open3d