summaryrefslogtreecommitdiffstats
path: root/dev/MinGfx/src/default_shader.cc
blob: 63331b8c4a04b104e3191c246fd905218ffc5151 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
/*
 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