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