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Copy pathObjectColorTextureProgram.cpp
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104 lines (93 loc) · 3.73 KB
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#include "ObjectColorTextureProgram.hpp"
#include "gl_compile_program.hpp"
#include "gl_errors.hpp"
Load< ObjectColorTextureProgram > object_color_texture_program(LoadTagEarly);
ObjectColorTextureProgram::ObjectColorTextureProgram() {
//Compile vertex and fragment shaders using the convenient 'gl_compile_program' helper function:
program = gl_compile_program(
//vertex shader:
"#version 330\n"
"uniform mat4 OBJECT_TO_CLIP;\n"
"uniform mat4x3 OBJECT_TO_LIGHT;\n"
"uniform mat3 NORMAL_TO_LIGHT;\n"
"uniform mat4 Model;\n"
"uniform vec3 Normal;\n"
"in vec4 Position;\n"
"in vec2 TexCoord;\n"
"out vec3 position;\n"
"out vec3 normal;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = OBJECT_TO_CLIP * Model * Position;\n"
" position = OBJECT_TO_LIGHT * Position;\n"
" normal = NORMAL_TO_LIGHT * Normal;\n"
" texCoord = TexCoord;\n"
"}\n"
,
//fragment shader:
"#version 330\n"
"uniform sampler2D TEX;\n"
"uniform int LIGHT_TYPE;\n"
"uniform vec3 LIGHT_LOCATION;\n"
"uniform vec3 LIGHT_DIRECTION;\n"
"uniform vec3 LIGHT_ENERGY;\n"
"uniform float LIGHT_CUTOFF;\n"
"uniform vec4 Color;\n"
"in vec3 position;\n"
"in vec3 normal;\n"
"in vec2 texCoord;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" vec3 n = normalize(normal);\n"
" vec3 e;\n"
" if (LIGHT_TYPE == 0) { //point light \n"
" vec3 l = (LIGHT_LOCATION - position);\n"
" float dis2 = dot(l,l);\n"
" l = normalize(l);\n"
" float nl = max(0.0, dot(n, l)) / max(1.0, dis2);\n"
" e = nl * LIGHT_ENERGY;\n"
" } else if (LIGHT_TYPE == 1) { //hemi light \n"
" e = (dot(n,-LIGHT_DIRECTION) * 0.5 + 0.5) * LIGHT_ENERGY;\n"
" } else if (LIGHT_TYPE == 2) { //spot light \n"
" vec3 l = (LIGHT_LOCATION - position);\n"
" float dis2 = dot(l,l);\n"
" l = normalize(l);\n"
" float nl = max(0.0, dot(n, l)) / max(1.0, dis2);\n"
" float c = dot(l,-LIGHT_DIRECTION);\n"
" nl *= smoothstep(LIGHT_CUTOFF,mix(LIGHT_CUTOFF,1.0,0.1), c);\n"
" e = nl * LIGHT_ENERGY;\n"
" } else { //(LIGHT_TYPE == 3) //directional light \n"
//" e = vec3(1.0f);\n"
" e = max(0.0, dot(n,-LIGHT_DIRECTION)) * LIGHT_ENERGY;\n"
" }\n"
" vec4 albedo = texture(TEX, texCoord) * Color;\n"
" fragColor = vec4(e*albedo.rgb, albedo.a);\n"
"}\n"
);
//As you can see above, adjacent strings in C/C++ are concatenated.
// this is very useful for writing long shader programs inline.
//look up the locations of vertex attributes:
Position_vec4 = glGetAttribLocation(program, "Position");
TexCoord_vec2 = glGetAttribLocation(program, "TexCoord");
//look up the locations of uniforms:
Normal_vec3 = glGetUniformLocation(program, "Normal");
Color_vec4 = glGetUniformLocation(program, "Color");
Model_mat4 = glGetUniformLocation(program, "Model");
OBJECT_TO_CLIP_mat4 = glGetUniformLocation(program, "OBJECT_TO_CLIP");
OBJECT_TO_LIGHT_mat4x3 = glGetUniformLocation(program, "OBJECT_TO_LIGHT");
NORMAL_TO_LIGHT_mat3 = glGetUniformLocation(program, "NORMAL_TO_LIGHT");
LIGHT_TYPE_int = glGetUniformLocation(program, "LIGHT_TYPE");
LIGHT_LOCATION_vec3 = glGetUniformLocation(program, "LIGHT_LOCATION");
LIGHT_DIRECTION_vec3 = glGetUniformLocation(program, "LIGHT_DIRECTION");
LIGHT_ENERGY_vec3 = glGetUniformLocation(program, "LIGHT_ENERGY");
LIGHT_CUTOFF_float = glGetUniformLocation(program, "LIGHT_CUTOFF");
GLuint TEX_sampler2D = glGetUniformLocation(program, "TEX");
//set TEX to always refer to texture binding zero:
glUseProgram(program); //bind program -- glUniform* calls refer to this program now
glUniform1i(TEX_sampler2D, 0); //set TEX to sample from GL_TEXTURE0
glUseProgram(0); //unbind program -- glUniform* calls refer to ??? now
}
ObjectColorTextureProgram::~ObjectColorTextureProgram() {
glDeleteProgram(program);
program = 0;
}