void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{
	if(!shadersInitialized || ofLightsData().size()!=shaderLights){
#ifndef TARGET_OPENGLES
		string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE);
		string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE);
#endif
		string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D);
		string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D);
		shaderLights = ofLightsData().size();
		shaderNoTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,false));
		shaderNoTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,false));
		shaderNoTexture.bindDefaults();
		shaderNoTexture.linkProgram();

		shaderTexture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,true));
		shaderTexture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,true));
		shaderTexture2D.bindDefaults();
		shaderTexture2D.linkProgram();

#ifndef TARGET_OPENGLES
		shaderTextureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,shaderLights,true));
		shaderTextureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader,shaderLights,true));
		shaderTextureRect.bindDefaults();
		shaderTextureRect.linkProgram();
#endif

		shadersInitialized = true;
	}
}
void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	for(size_t i=0;i<ofLightsData().size();i++){
		string idx = ofToString(i);
		shared_ptr<ofLight::Data> light = ofLightsData()[i].lock();
		if(!light || !light->isEnabled){
			shader.setUniform1f("lights["+idx+"].enabled",0);
			continue;
		}
		auto lightEyePosition = renderer.getCurrentViewMatrix() * light->position;
		shader.setUniform1f("lights["+idx+"].enabled",1);
		shader.setUniform1f("lights["+idx+"].type", light->lightType);
		shader.setUniform4f("lights["+idx+"].position", lightEyePosition);
		shader.setUniform4f("lights["+idx+"].ambient", light->ambientColor);
		shader.setUniform4f("lights["+idx+"].specular", light->specularColor);
		shader.setUniform4f("lights["+idx+"].diffuse", light->diffuseColor);

		if(light->lightType!=OF_LIGHT_DIRECTIONAL){
			shader.setUniform1f("lights["+idx+"].constantAttenuation", light->attenuation_constant);
			shader.setUniform1f("lights["+idx+"].linearAttenuation", light->attenuation_linear);
			shader.setUniform1f("lights["+idx+"].quadraticAttenuation", light->attenuation_quadratic);
		}

		if(light->lightType==OF_LIGHT_SPOT){
			auto direction = toGlm(light->position).xyz() + light->direction;
			auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction,1.0);
			direction = direction4.xyz() / direction4.w;
			direction = direction - lightEyePosition.xyz();
			shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
			shader.setUniform1f("lights["+idx+"].spotExponent", light->exponent);
			shader.setUniform1f("lights["+idx+"].spotCutoff", light->spotCutOff);
			shader.setUniform1f("lights["+idx+"].spotCosCutoff", cos(ofDegToRad(light->spotCutOff)));
		}else if(light->lightType==OF_LIGHT_DIRECTIONAL){
			auto halfVector = glm::normalize(glm::vec4(0.f, 0.f, 1.f, 0.f) + lightEyePosition);
			shader.setUniform3f("lights["+idx+"].halfVector", halfVector.xyz());
		}else if(light->lightType==OF_LIGHT_AREA){
			shader.setUniform1f("lights["+idx+"].width", light->width);
			shader.setUniform1f("lights["+idx+"].height", light->height);
			auto direction = light->position.xyz() + light->direction;
			auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0);
			direction = direction4.xyz() / direction4.w;
			direction = direction - lightEyePosition.xyz();
			shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
			auto right = toGlm(light->position).xyz() + light->right;
			auto right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0);
			right = right4.xyz() / right4.w;
			right = right - lightEyePosition.xyz();
			auto up = glm::cross(toGlm(right), direction);
			shader.setUniform3f("lights["+idx+"].right", glm::normalize(toGlm(right)));
			shader.setUniform3f("lights["+idx+"].up", glm::normalize(up));
		}
	}
}
void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{
    auto rendererShaders = shaders.find(&renderer);
    if(rendererShaders == shaders.end() || rendererShaders->second->numLights != ofLightsData().size()){
        if(shadersMap[&renderer].find(data.postFragment)!=shadersMap[&renderer].end()){
            auto newShaders = shadersMap[&renderer][data.postFragment].lock();
            if(newShaders == nullptr || newShaders->numLights != ofLightsData().size()){
                shadersMap[&renderer].erase(data.postFragment);
                shaders[&renderer] = nullptr;
            }else{
                shaders[&renderer] = newShaders;
            }
        }
    }

    if(shaders[&renderer] == nullptr){
        #ifndef TARGET_OPENGLES
            string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE);
            string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE);
        #endif
        string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D);
        string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D);
        auto numLights = ofLightsData().size();
        shaders[&renderer].reset(new Shaders);
        shaders[&renderer]->numLights = numLights;
        shaders[&renderer]->noTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,false));
        shaders[&renderer]->noTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,false));
        shaders[&renderer]->noTexture.bindDefaults();
        shaders[&renderer]->noTexture.linkProgram();

        shaders[&renderer]->texture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,false));
        shaders[&renderer]->texture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,false));
        shaders[&renderer]->texture2D.bindDefaults();
        shaders[&renderer]->texture2D.linkProgram();

        #ifndef TARGET_OPENGLES
            shaders[&renderer]->textureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,false));
            shaders[&renderer]->textureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,false));
            shaders[&renderer]->textureRect.bindDefaults();
            shaders[&renderer]->textureRect.linkProgram();
        #endif

        shaders[&renderer]->color.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,true));
        shaders[&renderer]->color.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,true));
        shaders[&renderer]->color.bindDefaults();
        shaders[&renderer]->color.linkProgram();


        shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,true));
        shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,true));
        shaders[&renderer]->texture2DColor.bindDefaults();
        shaders[&renderer]->texture2DColor.linkProgram();

        #ifndef TARGET_OPENGLES
            shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,true));
            shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,true));
            shaders[&renderer]->textureRectColor.bindDefaults();
            shaders[&renderer]->textureRectColor.linkProgram();
        #endif

        shadersMap[&renderer][data.postFragment] = shaders[&renderer];
    }

}
Beispiel #4
0
void ofBaseMaterial::uploadMatrices(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	const ofMatrix4x4 & normalMatrix = renderer.getCurrentNormalMatrix();
	shader.setUniformMatrix4f("normalMatrix",normalMatrix);
}