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David Cazier
CGoGN
Commits
33f4a9d1
Commit
33f4a9d1
authored
May 04, 2011
by
Kenneth Vanhoey
Browse files
shaderPTM moved to apps
parent
f1a875bb
Changes
2
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Side-by-side
include/Utils/shaderPTM.h
deleted
100644 → 0
View file @
f1a875bb
/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps *
* version 0.1 *
* Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your *
* option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
* *
* Web site: https://iggservis.u-strasbg.fr/CGoGN/ *
* Contact information: cgogn@unistra.fr *
* *
*******************************************************************************/
#ifndef __CGOGN_SHADER_PHONG__
#define __CGOGN_SHADER_PHONG__
#include
<GL/glew.h>
#include
"Utils/GLSLShader.h"
#include
"Geometry/vector_gen.h"
#include
<string>
namespace
CGoGN
{
namespace
Utils
{
class
ShaderPTM
:
public
GLSLShader
{
protected:
// shader sources OGL3
static
std
::
string
vertexShaderText
;
static
std
::
string
fragmentShaderText
;
// uniform locations
GLuint
m_unif_cameraPos
;
GLuint
m_unif_proj
;
//values
Geom
::
Vec3f
m_cameraPos
;
unsigned
int
m_proj
;
VBO
*
m_vboPos
;
VBO
*
m_vboFi
;
VBO
*
m_vboFn
;
VBO
*
m_vboA0
;
VBO
*
m_vboA3
;
VBO
*
m_vboA6
;
VBO
*
m_vboA9
;
VBO
*
m_vboA12
;
void
getLocations
();
void
sendParams
();
void
restoreUniformsAttribs
();
public:
ShaderPTM
();
// inviduals parameter setting functions
void
setCameraPos
(
const
Geom
::
Vec3f
&
camera
)
;
void
setProjectionType
(
const
unsigned
int
&
proj
)
;
const
Geom
::
Vec3f
&
getCameraPosition
()
const
{
return
m_cameraPos
;
}
const
unsigned
int
&
getProjectionType
()
const
{
return
m_proj
;
}
/**
* set all parameter in on call (one bind also)
*/
void
setParams
(
const
Geom
::
Vec3f
&
cameraPos
,
const
unsigned
int
&
proj
)
;
// attributes
unsigned
int
setAttributePosition
(
VBO
*
vbo
)
;
unsigned
int
setAttributeFi
(
VBO
*
vbo
)
;
unsigned
int
setAttributeFn
(
VBO
*
vbo
)
;
unsigned
int
setAttributeA0
(
VBO
*
vbo
)
;
unsigned
int
setAttributeA3
(
VBO
*
vbo
)
;
unsigned
int
setAttributeA6
(
VBO
*
vbo
)
;
unsigned
int
setAttributeA9
(
VBO
*
vbo
)
;
unsigned
int
setAttributeA12
(
VBO
*
vbo
)
;
}
;
}
// namespace Utils
}
// namespace CGoGN
#endif
src/Utils/shaderPTM.cpp
deleted
100644 → 0
View file @
f1a875bb
/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps *
* version 0.1 *
* Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your *
* option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
* *
* Web site: https://iggservis.u-strasbg.fr/CGoGN/ *
* Contact information: cgogn@unistra.fr *
* *
*******************************************************************************/
#include
"Utils/shaderPTM.h"
namespace
CGoGN
{
namespace
Utils
{
std
::
string
ShaderPTM
::
vertexShaderText
=
"ATTRIBUTE vec3 VertexPosition;
\n
"
"ATTRIBUTE vec3 Fi,Fn;
\n
"
"ATTRIBUTE vec3 a0,a3,a6,a9,a12;
\n
"
"uniform mat4 ModelViewProjectionMatrix;
\n
"
"uniform mat4 ModelViewMatrix;
\n
"
//"uniform mat4 NormalMatrix;\n"
"uniform vec3 cameraPosition;
\n
"
"uniform int projectionType;
\n
"
"VARYING_VERT vec3 vcolour;
\n
"
"INVARIANT_POS;
\n
"
"void main ()
\n
"
"{
\n
"
" vec3 Fj = cross(Fn, Fi) ;
\n
"
"
\n
"
" vec3 eyeV = cameraPosition - VertexPosition;
\n
"
" eyeV = normalize(eyeV) ;
\n
"
"
\n
"
" if (dot(eyeV,Fn) < 0.0)
\n
"
" vcolour = vec3(0.0,0.0,0.0) ;
\n
"
" else {
\n
"
" float u = dot(eyeV,Fi) ;
\n
"
" float v = dot(eyeV,Fj) ;
\n
"
"
\n
"
" /** orthographic --> nothing to add **/
\n
"
" /** authalic **/
\n
"
" if (projectionType == 1) {
\n
"
" float k = sqrt(2.0 / (dot(eyeV,Fn) + 1.0) ) ;
\n
"
" u *= k ;
\n
"
" v *= k ;
\n
"
" }
\n
"
" /** conform **/
\n
"
" if (projectionType == 2) {
\n
"
" float k = dot(eyeV,Fn) + 1.0 ;
\n
"
" u /= k ;
\n
"
" v /= k ;
\n
"
" }
\n
"
"
\n
"
" /** Function evaluation **/
\n
"
" float t = a0.x + a0.y*v + a0.z*u + a3.x*u*v + a3.y*v*v + a3.z*u*u + a6.x*u*v*v + a6.y*u*u*v + a6.z*v*v*v + a9.x*u*u*u + a9.y*u*u*v*v + a9.z*u*v*v*v + a12.x*u*u*u*v + a12.y*v*v*v*v + a12.z*u*u*u*u ;
\n
"
" vcolour = vec3(t,t,t) ;
\n
"
"
\n
"
" /*vcolour = vec3 (
\n
"
" u*u*u*a9.x + v*v*v*a8.x + u*u*v*a7.x + u*v*v*a6.x + u*u*a5.x + v*v*a4.x + u*v*a3.x + u*a2.x + v*a1.x + a0.x,
\n
"
" u*u*u*a9.y + v*v*v*a8.y + u*u*v*a7.y + u*v*v*a6.y + u*u*a5.y + v*v*a4.y + u*v*a3.y + u*a2.y + v*a1.y + a0.y,
\n
"
" u*u*u*a9.z + v*v*v*a8.z + u*u*v*a7.z + u*v*v*a6.z + u*u*a5.z + v*v*a4.z + u*v*a3.z + u*a2.z + v*a1.z + a0.z) ;*/
\n
"
" }
\n
"
" vec3 Position = vec3 (ModelViewMatrix * vec4 (VertexPosition, 1.0));
\n
"
" gl_Position = ModelViewProjectionMatrix * vec4 (VertexPosition, 1.0);
\n
"
"}"
;
std
::
string
ShaderPTM
::
fragmentShaderText
=
"PRECISON;
\n
"
"VARYING_FRAG vec3 vcolour;
\n
"
"FRAG_OUT_DEF;
\n
"
"void main (void)
\n
"
"{
\n
"
" gl_FragColor = vec4(vcolour,1.0) ;
\n
"
"}"
;
ShaderPTM
::
ShaderPTM
()
:
m_cameraPos
(
Geom
::
Vec3f
(
10.0
f
,
10.0
f
,
1000.0
f
)),
m_proj
(
0
)
{
// get choose GL defines (2 or 3)
// and compile shaders
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
glxvert
.
append
(
vertexShaderText
);
std
::
string
glxfrag
(
*
GLSLShader
::
DEFINES_GL
);
glxfrag
.
append
(
fragmentShaderText
);
loadShadersFromMemory
(
glxvert
.
c_str
(),
glxfrag
.
c_str
());
// and get and fill uniforms
bind
();
getLocations
();
sendParams
();
}
void
ShaderPTM
::
getLocations
()
{
m_unif_cameraPos
=
glGetUniformLocation
(
this
->
program_handler
(),
"cameraPosition"
);
m_unif_proj
=
glGetUniformLocation
(
this
->
program_handler
(),
"projectionType"
);
}
void
ShaderPTM
::
sendParams
()
{
glUniform3fv
(
m_unif_cameraPos
,
1
,
m_cameraPos
.
data
());
glUniform1i
(
m_unif_proj
,
m_proj
);
}
void
ShaderPTM
::
setCameraPos
(
const
Geom
::
Vec3f
&
camera
)
{
this
->
bind
();
glUniform3fv
(
m_unif_cameraPos
,
1
,
camera
.
data
());
m_cameraPos
=
camera
;
}
void
ShaderPTM
::
setProjectionType
(
const
unsigned
int
&
proj
)
{
this
->
bind
()
;
glUniform1i
(
m_unif_proj
,
proj
)
;
m_proj
=
proj
;
}
void
ShaderPTM
::
setParams
(
const
Geom
::
Vec3f
&
camera
,
const
unsigned
int
&
proj
)
{
m_cameraPos
=
camera
;
m_proj
=
proj
;
bind
();
sendParams
();
}
void
ShaderPTM
::
restoreUniformsAttribs
()
{
getLocations
();
sendParams
();
// TODO
// bindVA_VBO("cameraPosition", m_cameraPos);
// bindVA_VBO("projectionType", m_proj);
}
unsigned
int
ShaderPTM
::
setAttributePosition
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"VertexPosition"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeFi
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"Fi"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeFn
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"Fn"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeA0
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"a0"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeA3
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"a3"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeA6
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"a6"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeA9
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"a9"
,
vbo
);
}
unsigned
int
ShaderPTM
::
setAttributeA12
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"a12"
,
vbo
);
}
}
// namespace Utils
}
// namespace CGoGN
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