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Thomas Pitiot
CGoGN
Commits
21488e7c
Commit
21488e7c
authored
Aug 09, 2011
by
untereiner
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Merge cgogn:~cgogn/CGoGN
Conflicts: src/Utils/Shaders/shaderPhong.cpp
parents
fe862a0e
4040a77e
Changes
2
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2 changed files
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18 additions
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63 deletions
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-63
include/Utils/Shaders/shaderPhong.frag
include/Utils/Shaders/shaderPhong.frag
+9
-1
src/Utils/Shaders/shaderPhong.cpp
src/Utils/Shaders/shaderPhong.cpp
+9
-62
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include/Utils/Shaders/shaderPhong.frag
View file @
21488e7c
...
@@ -17,8 +17,16 @@ void main()
...
@@ -17,8 +17,16 @@ void main()
float
lambertTerm
=
dot
(
N
,
L
);
float
lambertTerm
=
dot
(
N
,
L
);
vec4
finalColor
=
materialAmbient
;
vec4
finalColor
=
materialAmbient
;
if
(
lambertTerm
>
0
.
0
)
#ifdef DOUBLE_SIDED
if
(
lambertTerm
<
0
.
0
)
{
{
N
=
-
1
.
0
*
N
;
lambertTerm
=
-
1
.
0
*
lambertTerm
;
#else
if
(
lambertTerm
>
0
.
0
)
{
#endif
#ifndef WITH_COLOR
#ifndef WITH_COLOR
finalColor
+=
materialDiffuse
*
lambertTerm
;
finalColor
+=
materialDiffuse
*
lambertTerm
;
#else
#else
...
...
src/Utils/Shaders/shaderPhong.cpp
View file @
21488e7c
...
@@ -32,68 +32,9 @@ namespace Utils
...
@@ -32,68 +32,9 @@ namespace Utils
{
{
#include "shaderPhong.vert"
#include "shaderPhong.vert"
#include "shaderPhong.frag"
#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"
//"}";
//std::string ShaderPhong::fragmentShaderText =
ShaderPhong
::
ShaderPhong
(
bool
doubleSided
)
:
//"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"
//"}";
ShaderPhong
::
ShaderPhong
()
:
m_with_color
(
false
),
m_with_color
(
false
),
m_ambiant
(
Geom
::
Vec4f
(
0.05
f
,
0.05
f
,
0.1
f
,
0.0
f
)),
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_diffuse
(
Geom
::
Vec4f
(
0.1
f
,
1.0
f
,
0.1
f
,
0.0
f
)),
...
@@ -104,11 +45,19 @@ ShaderPhong::ShaderPhong():
...
@@ -104,11 +45,19 @@ ShaderPhong::ShaderPhong():
m_vboNormal
(
NULL
),
m_vboNormal
(
NULL
),
m_vboColor
(
NULL
)
m_vboColor
(
NULL
)
{
{
m_nameVS
=
"ShaderPhong_vs"
;
m_nameFS
=
"ShaderPhong_fs"
;
m_nameGS
=
"ShaderPhong_gs"
;
// get choose GL defines (2 or 3)
// get choose GL defines (2 or 3)
// ans compile shaders
// ans compile shaders
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
glxvert
.
append
(
vertexShaderText
);
glxvert
.
append
(
vertexShaderText
);
std
::
string
glxfrag
(
*
GLSLShader
::
DEFINES_GL
);
std
::
string
glxfrag
(
*
GLSLShader
::
DEFINES_GL
);
// Use double sided lighting if set
if
(
doubleSided
)
glxfrag
.
append
(
"#define DOUBLE_SIDED
\n
"
);
glxfrag
.
append
(
fragmentShaderText
);
glxfrag
.
append
(
fragmentShaderText
);
loadShadersFromMemory
(
glxvert
.
c_str
(),
glxfrag
.
c_str
());
loadShadersFromMemory
(
glxvert
.
c_str
(),
glxfrag
.
c_str
());
...
@@ -233,14 +182,12 @@ void ShaderPhong::restoreUniformsAttribs()
...
@@ -233,14 +182,12 @@ void ShaderPhong::restoreUniformsAttribs()
getLocations
();
getLocations
();
bind
();
bind
();
sendParams
();
sendParams
();
bindVA_VBO
(
"VertexPosition"
,
m_vboPos
);
bindVA_VBO
(
"VertexPosition"
,
m_vboPos
);
bindVA_VBO
(
"VertexNormal"
,
m_vboNormal
);
bindVA_VBO
(
"VertexNormal"
,
m_vboNormal
);
if
(
m_vboColor
)
if
(
m_vboColor
)
bindVA_VBO
(
"VertexColor"
,
m_vboColor
);
bindVA_VBO
(
"VertexColor"
,
m_vboColor
);
unbind
();
unbind
();
}
}
...
...
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