summaryrefslogtreecommitdiffstats
path: root/dev/MinGfx/src/default_shader.h
diff options
context:
space:
mode:
authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/default_shader.h
parentFix parenthesis (diff)
downloadcsci4611-submission-p1.0.tar
csci4611-submission-p1.0.tar.gz
csci4611-submission-p1.0.tar.bz2
csci4611-submission-p1.0.tar.lz
csci4611-submission-p1.0.tar.xz
csci4611-submission-p1.0.tar.zst
csci4611-submission-p1.0.zip
Diffstat (limited to 'dev/MinGfx/src/default_shader.h')
-rw-r--r--dev/MinGfx/src/default_shader.h334
1 files changed, 167 insertions, 167 deletions
diff --git a/dev/MinGfx/src/default_shader.h b/dev/MinGfx/src/default_shader.h
index 677acae..287ab21 100644
--- a/dev/MinGfx/src/default_shader.h
+++ b/dev/MinGfx/src/default_shader.h
@@ -1,168 +1,168 @@
-/*
- This file is part of the MinGfx Project.
-
- Copyright (c) 2017,2018 Regents of the University of Minnesota.
- All Rights Reserved.
-
- Original Author(s) of this File:
- Dan Keefe, 2018, University of Minnesota
-
- Author(s) of Significant Updates/Modifications to the File:
- ...
- */
-
-#ifndef SRC_DEFAULT_SHADER_H_
-#define SRC_DEFAULT_SHADER_H_
-
-#include "color.h"
-#include "point3.h"
-#include "shader_program.h"
-#include "texture2d.h"
-#include "vector3.h"
-#include "matrix4.h"
-#include "mesh.h"
-
-
-
-namespace mingfx {
-
-/** A simple GLSL shader for textured per-fragment Phong shading with multiple
- light sources. This can be used to draw 3D models stored in a mingfx::Mesh
- data structure or you can use it with your own geometry data structures.
- Lighting properties are stored within the class itself since these are considered
- part of the shading model. Material properties are considered properties of the
- meshes or other materials you wish to draw so these are stored outside of the
- class and passed into the Draw() or UseProgram() functions.
-
- An example of using DefaultShader to render a mesh:
- ~~~
- DefaultShader phong_shader;
- Mesh teapot;
- DefaultShader::MaterialProperties teapot_material;
-
- void Init() {
- // initialize the shader
- DefaultShader::LightProperties red_light;
- red_light.position = Point3(-10, 5, 5);
- red_light.diffuseIntensity = Color(1,0,0);
- phong_shader.AddLight(red_light);
-
- // initialize the mesh
- teapot.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj"));
- }
-
- void DrawUsingOpenGL() {
- Matrix4 M;
- Matrix4 V = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
- Matrix4 P = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0);
- phong_shader.Draw(M, V, P, teapot, teapot_material);
- }
- ~~~
- */
-class DefaultShader {
-public:
-
- /// If changed, this needs to also be changed in the glsl shader code
- static const unsigned int MAX_LIGHTS = 10;
-
-
- /// Small data structure to hold properties of the material to be lit
- class MaterialProperties {
- public:
- Color ambient_reflectance;
- Color diffuse_reflectance;
- Color specular_reflectance;
- float shinniness;
- Texture2D surface_texture;
- // eventually, this might include a normal map, etc.
-
- // defaults
- MaterialProperties() :
- ambient_reflectance(0.25f, 0.25f, 0.25f),
- diffuse_reflectance(0.6f, 0.6f, 0.6f),
- specular_reflectance(0.4f, 0.4f, 0.4f),
- shinniness(20.0f) {}
- };
-
- /// Small data structure to hold per-light properties
- class LightProperties {
- public:
- Point3 position;
- Color ambient_intensity;
- Color diffuse_intensity;
- Color specular_intensity;
-
- // defaults
- LightProperties() :
- position(10.0f, 10.0f, 10.0f),
- ambient_intensity(0.25f, 0.25f, 0.25f),
- diffuse_intensity(0.6f, 0.6f, 0.6f),
- specular_intensity(0.6f, 0.6f, 0.6f) {}
- };
-
- /// The constructor defaults to adding a single white light to the scene at
- /// (10,10,10). Change this by passing it 'false'. The constructor does
- /// not load and compile the shader right away. This is done inside Init().
- DefaultShader(bool add_default_light=true);
-
- virtual ~DefaultShader();
-
- /// Multiple lights are supported, this adds one to the end of the list.
- /// Up to MAX_LIGHTS can be added.
- void AddLight(LightProperties light);
-
- /// Changes the properties for a light that was already added.
- void SetLight(int i, LightProperties light);
-
-
- /// This loads vertex and fragment shaders from files, compiles them, and
- /// links them. So, it must be called from within an active OpenGL context,
- /// for example, from within GraphicsApp::Init() or GraphicsApp::DrawUsingOpenGL().
- /// If you call Draw() before calling Init(), then Init() will be called as
- /// the first step within Draw(). So, if you do not mind a slowdown on the
- /// very first frame of your program, it is fine to skip calling Init().
- void Init();
-
- /// This starts the shader and sets its uniform variables based upon the
- /// current set of lights, the material properties passed in, and the
- /// model, view, and projection matrices. Then, it calls mesh->Draw().
- /// After drawing, it disables the shader.
- void Draw(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
- Mesh *mesh, const MaterialProperties &material);
-
-
- /// Only needed if you do not want to draw a Mesh.
- /// This does all of the same setup for drawing that the Draw() function does
- /// and then it returns so that you may draw your own geometry however you want.
- /// After doing your draw must call StopProgram() to turn off the shader.
- void UseProgram(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
- const MaterialProperties &material);
-
- /// Only needed if you do not want to draw a Mesh. Call this after UseProgram()
- /// and after drawing your geometry to turn off the shader.
- void StopProgram();
-
-
- int num_lights();
-
- LightProperties light(int i);
-
-
-private:
-
- std::vector<LightProperties> lights_;
-
- // cached raw float arrays store data to send directly to the gpu
- // GLSL requires fixed size arrays for these
- float lightPositions_[3*MAX_LIGHTS];
- float lightIas_[4*MAX_LIGHTS];
- float lightIds_[4*MAX_LIGHTS];
- float lightIss_[4*MAX_LIGHTS];
- void update_light_arrays();
-
- ShaderProgram phongShader_;
-};
-
-} // end namespace
-
+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_DEFAULT_SHADER_H_
+#define SRC_DEFAULT_SHADER_H_
+
+#include "color.h"
+#include "point3.h"
+#include "shader_program.h"
+#include "texture2d.h"
+#include "vector3.h"
+#include "matrix4.h"
+#include "mesh.h"
+
+
+
+namespace mingfx {
+
+/** A simple GLSL shader for textured per-fragment Phong shading with multiple
+ light sources. This can be used to draw 3D models stored in a mingfx::Mesh
+ data structure or you can use it with your own geometry data structures.
+ Lighting properties are stored within the class itself since these are considered
+ part of the shading model. Material properties are considered properties of the
+ meshes or other materials you wish to draw so these are stored outside of the
+ class and passed into the Draw() or UseProgram() functions.
+
+ An example of using DefaultShader to render a mesh:
+ ~~~
+ DefaultShader phong_shader;
+ Mesh teapot;
+ DefaultShader::MaterialProperties teapot_material;
+
+ void Init() {
+ // initialize the shader
+ DefaultShader::LightProperties red_light;
+ red_light.position = Point3(-10, 5, 5);
+ red_light.diffuseIntensity = Color(1,0,0);
+ phong_shader.AddLight(red_light);
+
+ // initialize the mesh
+ teapot.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj"));
+ }
+
+ void DrawUsingOpenGL() {
+ Matrix4 M;
+ Matrix4 V = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
+ Matrix4 P = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0);
+ phong_shader.Draw(M, V, P, teapot, teapot_material);
+ }
+ ~~~
+ */
+class DefaultShader {
+public:
+
+ /// If changed, this needs to also be changed in the glsl shader code
+ static const unsigned int MAX_LIGHTS = 10;
+
+
+ /// Small data structure to hold properties of the material to be lit
+ class MaterialProperties {
+ public:
+ Color ambient_reflectance;
+ Color diffuse_reflectance;
+ Color specular_reflectance;
+ float shinniness;
+ Texture2D surface_texture;
+ // eventually, this might include a normal map, etc.
+
+ // defaults
+ MaterialProperties() :
+ ambient_reflectance(0.25f, 0.25f, 0.25f),
+ diffuse_reflectance(0.6f, 0.6f, 0.6f),
+ specular_reflectance(0.4f, 0.4f, 0.4f),
+ shinniness(20.0f) {}
+ };
+
+ /// Small data structure to hold per-light properties
+ class LightProperties {
+ public:
+ Point3 position;
+ Color ambient_intensity;
+ Color diffuse_intensity;
+ Color specular_intensity;
+
+ // defaults
+ LightProperties() :
+ position(10.0f, 10.0f, 10.0f),
+ ambient_intensity(0.25f, 0.25f, 0.25f),
+ diffuse_intensity(0.6f, 0.6f, 0.6f),
+ specular_intensity(0.6f, 0.6f, 0.6f) {}
+ };
+
+ /// The constructor defaults to adding a single white light to the scene at
+ /// (10,10,10). Change this by passing it 'false'. The constructor does
+ /// not load and compile the shader right away. This is done inside Init().
+ DefaultShader(bool add_default_light=true);
+
+ virtual ~DefaultShader();
+
+ /// Multiple lights are supported, this adds one to the end of the list.
+ /// Up to MAX_LIGHTS can be added.
+ void AddLight(LightProperties light);
+
+ /// Changes the properties for a light that was already added.
+ void SetLight(int i, LightProperties light);
+
+
+ /// This loads vertex and fragment shaders from files, compiles them, and
+ /// links them. So, it must be called from within an active OpenGL context,
+ /// for example, from within GraphicsApp::Init() or GraphicsApp::DrawUsingOpenGL().
+ /// If you call Draw() before calling Init(), then Init() will be called as
+ /// the first step within Draw(). So, if you do not mind a slowdown on the
+ /// very first frame of your program, it is fine to skip calling Init().
+ void Init();
+
+ /// This starts the shader and sets its uniform variables based upon the
+ /// current set of lights, the material properties passed in, and the
+ /// model, view, and projection matrices. Then, it calls mesh->Draw().
+ /// After drawing, it disables the shader.
+ void Draw(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
+ Mesh *mesh, const MaterialProperties &material);
+
+
+ /// Only needed if you do not want to draw a Mesh.
+ /// This does all of the same setup for drawing that the Draw() function does
+ /// and then it returns so that you may draw your own geometry however you want.
+ /// After doing your draw must call StopProgram() to turn off the shader.
+ void UseProgram(const Matrix4 &model, const Matrix4 &view, const Matrix4 &projection,
+ const MaterialProperties &material);
+
+ /// Only needed if you do not want to draw a Mesh. Call this after UseProgram()
+ /// and after drawing your geometry to turn off the shader.
+ void StopProgram();
+
+
+ int num_lights();
+
+ LightProperties light(int i);
+
+
+private:
+
+ std::vector<LightProperties> lights_;
+
+ // cached raw float arrays store data to send directly to the gpu
+ // GLSL requires fixed size arrays for these
+ float lightPositions_[3*MAX_LIGHTS];
+ float lightIas_[4*MAX_LIGHTS];
+ float lightIds_[4*MAX_LIGHTS];
+ float lightIss_[4*MAX_LIGHTS];
+ void update_light_arrays();
+
+ ShaderProgram phongShader_;
+};
+
+} // end namespace
+
#endif \ No newline at end of file