/******************************************************************************* * 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 #include "Utils/Shaders/shaderPhong.h" namespace CGoGN { namespace Utils { 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" "}"; 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" "}"; ShaderPhong::ShaderPhong(bool doubleSided): m_with_color(false), m_ambiant(Geom::Vec4f(0.05f,0.05f,0.1f,0.0f)), m_diffuse(Geom::Vec4f(0.1f,1.0f,0.1f,0.0f)), m_specular(Geom::Vec4f(1.0f,1.0f,1.0f,0.0f)), m_shininess(100.0f), m_lightPos(Geom::Vec3f(10.0f,10.0f,1000.0f)), 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