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CGoGN
CGoGN
Commits
a0dcb145
Commit
a0dcb145
authored
Aug 09, 2011
by
untereiner
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5a1513c8
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src/Utils/Shaders/shaderPhong.cpp
src/Utils/Shaders/shaderPhong.cpp
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src/Utils/Shaders/shaderPhong.cpp
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5a1513c8
/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps *
* version 0.1 *
* Copyright (C) 2009-2011, 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: http://cgogn.u-strasbg.fr/ *
* Contact information: cgogn@unistra.fr *
* *
*******************************************************************************/
#include <GL/glew.h>
#include "Utils/Shaders/shaderPhong.h"
namespace
CGoGN
{
namespace
Utils
{
#include "shaderPhong.vert"
#include "shaderPhong.frag"
//std::string ShaderPhong::vertexShaderText =
//"ATTRIBUTE vec3 VertexPosition, VertexNormal;\n"
//"#ifdef WITH_COLOR\n"
//"ATTRIBUTE vec3 VertexColor;\n"
//"#endif\n"
//"uniform mat4 ModelViewProjectionMatrix;\n"
//"uniform mat4 ModelViewMatrix;\n"
//"uniform mat4 NormalMatrix;\n"
//"uniform vec3 lightPosition;\n"
//"VARYING_VERT vec3 EyeVector, Normal, LightDir;\n"
//"#ifdef WITH_COLOR\n"
//"VARYING_VERT vec3 Color;\n"
//"#endif\n"
//"INVARIANT_POS;\n"
//"void main ()\n"
//"{\n"
//" Normal = vec3 (NormalMatrix * vec4 (VertexNormal, 0.0));\n"
//" vec3 Position = vec3 (ModelViewMatrix * vec4 (VertexPosition, 1.0));\n"
//" LightDir = lightPosition - Position;\n"
//" EyeVector = -Position;\n"
//" #ifdef WITH_COLOR\n"
//" Color = VertexColor;\n"
//" #endif\n"
//" gl_Position = ModelViewProjectionMatrix * vec4 (VertexPosition, 1.0);\n"
//"}";
<<<<<<<
HEAD
std
::
string
ShaderPhong
::
fragmentShaderText
=
"PRECISON;
\n
"
"VARYING_FRAG vec3 EyeVector, Normal, LightDir;
\n
"
"#ifdef WITH_COLOR
\n
"
"VARYING_FRAG vec3 Color;
\n
"
"#endif
\n
"
"uniform vec4 materialDiffuse;
\n
"
"uniform vec4 materialSpecular;
\n
"
"uniform vec4 materialAmbient;
\n
"
"uniform float shininess;
\n
"
"FRAG_OUT_DEF;
\n
"
"void main()
\n
"
"{
\n
"
" vec3 N = normalize (Normal);
\n
"
" vec3 L = normalize (LightDir);
\n
"
" float lambertTerm = dot(N,L);
\n
"
" vec4 finalColor = materialAmbient;
\n
"
" #ifdef DOUBLE_SIDED
\n
"
" if (lambertTerm < 0.0)
\n
"
" {
\n
"
" N = -1.0*N;
\n
"
" lambertTerm = -1.0*lambertTerm;
\n
"
" }
\n
"
" #else
\n
"
" if (lambertTerm > 0.0)
\n
"
" #endif
\n
"
" {
\n
"
" #ifndef WITH_COLOR
\n
"
" finalColor += materialDiffuse * lambertTerm;
\n
"
" #else
\n
"
" finalColor += vec4((Color*lambertTerm),0.0) ;
\n
"
" #endif
\n
"
" vec3 E = normalize(EyeVector);
\n
"
" vec3 R = reflect(-L, N);
\n
"
" float specular = pow( max(dot(R, E), 0.0), shininess );
\n
"
" finalColor += materialSpecular * specular;
\n
"
" }
\n
"
" gl_FragColor=finalColor;
\n
"
"}"
;
=======
//std::string ShaderPhong::fragmentShaderText =
//"PRECISON;\n"
//"VARYING_FRAG vec3 EyeVector, Normal, LightDir;\n"
//"#ifdef WITH_COLOR\n"
//"VARYING_FRAG vec3 Color;\n"
//"#endif\n"
//"uniform vec4 materialDiffuse;\n"
//"uniform vec4 materialSpecular;\n"
//"uniform vec4 materialAmbient;\n"
//"uniform float shininess;\n"
//"FRAG_OUT_DEF;\n"
//"void main()\n"
//"{\n"
//" vec3 N = normalize (Normal);\n"
//" vec3 L = normalize (LightDir);\n"
//" float lambertTerm = dot(N,L);\n"
//
//" vec4 finalColor = materialAmbient;\n"
//" if(lambertTerm > 0.0)\n"
//" {\n"
//" #ifndef WITH_COLOR\n"
//" finalColor += materialDiffuse * lambertTerm;\n"
//" #else\n"
//" finalColor += vec4((Color*lambertTerm),0.0) ;\n"
//" #endif\n"
//" vec3 E = normalize(EyeVector);\n"
//" vec3 R = reflect(-L, N);\n"
//" float specular = pow( max(dot(R, E), 0.0), shininess );\n"
//" finalColor += materialSpecular * specular;\n"
//" }\n"
//" gl_FragColor=finalColor;\n"
//"}";
>>>>>>>
78e96120
e96f73c211126e8c46cc2fa99b5eb77f
ShaderPhong
::
ShaderPhong
(
bool
doubleSided
)
:
m_with_color
(
false
),
m_ambiant
(
Geom
::
Vec4f
(
0.05
f
,
0.05
f
,
0.1
f
,
0.0
f
)),
m_diffuse
(
Geom
::
Vec4f
(
0.1
f
,
1.0
f
,
0.1
f
,
0.0
f
)),
m_specular
(
Geom
::
Vec4f
(
1.0
f
,
1.0
f
,
1.0
f
,
0.0
f
)),
m_shininess
(
100.0
f
),
m_lightPos
(
Geom
::
Vec3f
(
10.0
f
,
10.0
f
,
1000.0
f
)),
m_vboPos
(
NULL
),
m_vboNormal
(
NULL
),
m_vboColor
(
NULL
)
{
m_nameVS
=
"ShaderPhong_vs"
;
m_nameFS
=
"ShaderPhong_fs"
;
m_nameGS
=
"ShaderPhong_gs"
;
// get choose GL defines (2 or 3)
// ans compile shaders
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
glxvert
.
append
(
vertexShaderText
);
std
::
string
glxfrag
(
*
GLSLShader
::
DEFINES_GL
);
// Use double sided lighting if set
if
(
doubleSided
)
glxfrag
.
append
(
"#define DOUBLE_SIDED
\n
"
);
glxfrag
.
append
(
fragmentShaderText
);
loadShadersFromMemory
(
glxvert
.
c_str
(),
glxfrag
.
c_str
());
// and get and fill uniforms
bind
();
getLocations
();
sendParams
();
}
void
ShaderPhong
::
getLocations
()
{
m_unif_ambiant
=
glGetUniformLocation
(
this
->
program_handler
(),
"materialAmbient"
);
m_unif_diffuse
=
glGetUniformLocation
(
this
->
program_handler
(),
"materialDiffuse"
);
m_unif_specular
=
glGetUniformLocation
(
this
->
program_handler
(),
"materialSpecular"
);
m_unif_shininess
=
glGetUniformLocation
(
this
->
program_handler
(),
"shininess"
);
m_unif_lightPos
=
glGetUniformLocation
(
this
->
program_handler
(),
"lightPosition"
);
}
void
ShaderPhong
::
sendParams
()
{
glUniform4fv
(
m_unif_ambiant
,
1
,
m_ambiant
.
data
());
glUniform4fv
(
m_unif_diffuse
,
1
,
m_diffuse
.
data
());
glUniform4fv
(
m_unif_specular
,
1
,
m_specular
.
data
());
glUniform1f
(
m_unif_shininess
,
m_shininess
);
glUniform3fv
(
m_unif_lightPos
,
1
,
m_lightPos
.
data
());
}
void
ShaderPhong
::
setAmbiant
(
const
Geom
::
Vec4f
&
ambiant
)
{
this
->
bind
();
glUniform4fv
(
m_unif_ambiant
,
1
,
ambiant
.
data
());
m_ambiant
=
ambiant
;
}
void
ShaderPhong
::
setDiffuse
(
const
Geom
::
Vec4f
&
diffuse
)
{
this
->
bind
();
glUniform4fv
(
m_unif_diffuse
,
1
,
diffuse
.
data
());
m_diffuse
=
diffuse
;
}
void
ShaderPhong
::
setSpecular
(
const
Geom
::
Vec4f
&
specular
)
{
this
->
bind
();
glUniform4fv
(
m_unif_specular
,
1
,
specular
.
data
());
m_specular
=
specular
;
}
void
ShaderPhong
::
setShininess
(
float
shininess
)
{
this
->
bind
();
glUniform1f
(
m_unif_shininess
,
shininess
);
m_shininess
=
shininess
;
}
void
ShaderPhong
::
setLightPosition
(
Geom
::
Vec3f
lightPos
)
{
this
->
bind
();
glUniform3fv
(
m_unif_lightPos
,
1
,
lightPos
.
data
());
m_lightPos
=
lightPos
;
}
void
ShaderPhong
::
setParams
(
const
Geom
::
Vec4f
&
ambiant
,
const
Geom
::
Vec4f
&
diffuse
,
const
Geom
::
Vec4f
&
specular
,
float
shininess
,
const
Geom
::
Vec3f
&
lightPos
)
{
m_ambiant
=
ambiant
;
m_diffuse
=
diffuse
;
m_specular
=
specular
;
m_shininess
=
shininess
;
m_lightPos
=
lightPos
;
bind
();
sendParams
();
}
unsigned
int
ShaderPhong
::
setAttributeColor
(
VBO
*
vbo
)
{
m_vboColor
=
vbo
;
if
(
!
m_with_color
)
{
m_with_color
=
true
;
// set the define and recompile shader
std
::
string
gl3vert
(
*
GLSLShader
::
DEFINES_GL
);
gl3vert
.
append
(
"#define WITH_COLOR 1
\n
"
);
gl3vert
.
append
(
vertexShaderText
);
std
::
string
gl3frag
(
*
GLSLShader
::
DEFINES_GL
);
gl3frag
.
append
(
"#define WITH_COLOR 1
\n
"
);
gl3frag
.
append
(
fragmentShaderText
);
loadShadersFromMemory
(
gl3vert
.
c_str
(),
gl3frag
.
c_str
());
// and treat uniforms
bind
();
getLocations
();
sendParams
();
}
// bind th VA with WBO
return
bindVA_VBO
(
"VertexColor"
,
vbo
);
}
void
ShaderPhong
::
unsetAttributeColor
()
{
m_vboColor
=
NULL
;
if
(
m_with_color
)
{
m_with_color
=
false
;
// unbind the VA
unbindVA
(
"VertexColor"
);
// recompile shader
std
::
string
gl3vert
(
*
GLSLShader
::
DEFINES_GL
);
gl3vert
.
append
(
vertexShaderText
);
std
::
string
gl3frag
(
*
GLSLShader
::
DEFINES_GL
);
gl3frag
.
append
(
fragmentShaderText
);
loadShadersFromMemory
(
gl3vert
.
c_str
(),
gl3frag
.
c_str
());
// and treat uniforms
bind
();
getLocations
();
sendParams
();
}
}
void
ShaderPhong
::
restoreUniformsAttribs
()
{
getLocations
();
bind
();
sendParams
();
bindVA_VBO
(
"VertexPosition"
,
m_vboPos
);
bindVA_VBO
(
"VertexNormal"
,
m_vboNormal
);
if
(
m_vboColor
)
bindVA_VBO
(
"VertexColor"
,
m_vboColor
);
unbind
();
}
unsigned
int
ShaderPhong
::
setAttributePosition
(
VBO
*
vbo
)
{
m_vboPos
=
vbo
;
return
bindVA_VBO
(
"VertexPosition"
,
vbo
);
}
unsigned
int
ShaderPhong
::
setAttributeNormal
(
VBO
*
vbo
)
{
m_vboNormal
=
vbo
;
return
bindVA_VBO
(
"VertexNormal"
,
vbo
);
}
}
// namespace Utils
}
// namespace CGoGN
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