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authorunknown <paulx161@umn.edu>2021-02-03 14:22:28 -0600
committerunknown <paulx161@umn.edu>2021-02-03 14:22:28 -0600
commit9b83919815f6a6ce5d73da1c28483970d0ca5589 (patch)
tree4558864445dccc1605e5315e0bb11c46d2018da1 /dev/MinGfx/src/default_shader.cc
parentAdded worksheet and support code for assignment 2 (diff)
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added dev/MinGfx/
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diff --git a/dev/MinGfx/src/default_shader.cc b/dev/MinGfx/src/default_shader.cc
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+++ b/dev/MinGfx/src/default_shader.cc
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+/*
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+ See corresponding header file for details.
+ */
+
+#include "default_shader.h"
+
+#include "platform.h"
+
+
+namespace mingfx {
+
+ DefaultShader::DefaultShader(bool addDefaultLight) {
+ for (int i = 0; i < MAX_LIGHTS; i++) {
+ lightPositions_[3 * i + 0] = 0.0f;
+ lightPositions_[3 * i + 1] = 0.0f;
+ lightPositions_[3 * i + 2] = 0.0f;
+
+ lightIas_[4 * i + 0] = 0.0f;
+ lightIas_[4 * i + 1] = 0.0f;
+ lightIas_[4 * i + 2] = 0.0f;
+ lightIas_[4 * i + 3] = 0.0f;
+
+ lightIds_[4 * i + 0] = 0.0f;
+ lightIds_[4 * i + 1] = 0.0f;
+ lightIds_[4 * i + 2] = 0.0f;
+ lightIds_[4 * i + 3] = 0.0f;
+
+ lightIss_[4 * i + 0] = 0.0f;
+ lightIss_[4 * i + 1] = 0.0f;
+ lightIss_[4 * i + 2] = 0.0f;
+ lightIss_[4 * i + 3] = 0.0f;
+ }
+
+ if (addDefaultLight) {
+ AddLight(LightProperties());
+ }
+ }
+
+ DefaultShader::~DefaultShader() {
+
+ }
+
+ void DefaultShader::AddLight(LightProperties light) {
+ lights_.push_back(light);
+ update_light_arrays();
+ }
+
+ void DefaultShader::SetLight(int i, LightProperties light) {
+ lights_[i] = light;
+ update_light_arrays();
+ }
+
+ void DefaultShader::update_light_arrays() {
+ DefaultShader::LightProperties defaultlight;
+
+ for (int i=0; i<MAX_LIGHTS; i++) {
+ DefaultShader::LightProperties *light;
+ if (i < lights_.size()) {
+ light = &lights_[i];
+ }
+ else {
+ light = &defaultlight;
+ }
+
+ lightPositions_[3*i + 0] = light->position[0];
+ lightPositions_[3*i + 1] = light->position[1];
+ lightPositions_[3*i + 2] = light->position[2];
+
+ lightIas_[4*i + 0] = light->ambient_intensity[0];
+ lightIas_[4*i + 1] = light->ambient_intensity[1];
+ lightIas_[4*i + 2] = light->ambient_intensity[2];
+ lightIas_[4*i + 3] = light->ambient_intensity[3];
+
+ lightIds_[4*i + 0] = light->diffuse_intensity[0];
+ lightIds_[4*i + 1] = light->diffuse_intensity[1];
+ lightIds_[4*i + 2] = light->diffuse_intensity[2];
+ lightIds_[4*i + 3] = light->diffuse_intensity[3];
+
+ lightIss_[4*i + 0] = light->specular_intensity[0];
+ lightIss_[4*i + 1] = light->specular_intensity[1];
+ lightIss_[4*i + 2] = light->specular_intensity[2];
+ lightIss_[4*i + 3] = light->specular_intensity[3];
+ }
+ }
+
+
+ int DefaultShader::num_lights() {
+ return (int)lights_.size();
+ }
+
+ DefaultShader::LightProperties DefaultShader::light(int i) {
+ return lights_[i];
+ }
+
+
+ void DefaultShader::Init() {
+ phongShader_.AddVertexShaderFromFile(Platform::FindMinGfxShaderFile("default.vert"));
+ phongShader_.AddFragmentShaderFromFile(Platform::FindMinGfxShaderFile("default.frag"));
+ phongShader_.LinkProgram();
+ }
+
+
+
+ void DefaultShader::Draw(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
+ Mesh *mesh, const MaterialProperties &material)
+ {
+ UseProgram(model, view, projection, material);
+
+ // Draw the mesh using the shader program
+ mesh->Draw();
+
+ StopProgram();
+ }
+
+
+ void DefaultShader::UseProgram(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
+ const MaterialProperties &material)
+ {
+ if (!phongShader_.initialized()) {
+ Init();
+ }
+
+ Matrix4 normalMatrix = (view*model).Inverse().Transpose();
+
+ for (int i=0; i<lights_.size(); i++) {
+ Point3 light_in_eye_space = view * lights_[i].position;
+ lightPositions_[3*i + 0] = light_in_eye_space[0];
+ lightPositions_[3*i + 1] = light_in_eye_space[1];
+ lightPositions_[3*i + 2] = light_in_eye_space[2];
+ }
+
+ // Activate the shader program
+ phongShader_.UseProgram();
+
+ // Pass uniforms and textures from C++ to the GPU Shader Program
+ phongShader_.SetUniform("ModelMatrix", model);
+ phongShader_.SetUniform("ViewMatrix", view);
+ phongShader_.SetUniform("ProjectionMatrix", projection);
+ phongShader_.SetUniform("NormalMatrix", normalMatrix);
+
+ phongShader_.SetUniform("NumLights", (int)lights_.size());
+ phongShader_.SetUniformArray3("LightPositions", lightPositions_, MAX_LIGHTS);
+ phongShader_.SetUniformArray4("LightIntensitiesAmbient", lightIas_, MAX_LIGHTS);
+ phongShader_.SetUniformArray4("LightIntensitiesDiffuse", lightIds_, MAX_LIGHTS);
+ phongShader_.SetUniformArray4("LightIntensitiesSpecular", lightIss_, MAX_LIGHTS);
+
+ phongShader_.SetUniform("MatReflectanceAmbient", material.ambient_reflectance);
+ phongShader_.SetUniform("MatReflectanceDiffuse", material.diffuse_reflectance);
+ phongShader_.SetUniform("MatReflectanceSpecular", material.specular_reflectance);
+ phongShader_.SetUniform("MatReflectanceShininess", material.shinniness);
+ phongShader_.SetUniform("UseSurfaceTexture", material.surface_texture.initialized());
+ if (material.surface_texture.initialized()) {
+ phongShader_.BindTexture("SurfaceTexture", material.surface_texture);
+ }
+ }
+
+
+ void DefaultShader::StopProgram() {
+ // Deactivate the shader program
+ phongShader_.StopProgram();
+ }
+
+
+
+} // end namespace
+