#include "ofMaterial.h"
#include "ofConstants.h"
#include "ofLight.h"
#include "ofGLProgrammableRenderer.h"
using namespace std;
std::map<ofGLProgrammableRenderer*, std::map<std::string, std::weak_ptr<ofMaterial::Shaders>>> ofMaterial::shadersMap;
namespace{
string vertexSource(string defaultHeader, int maxLights, bool hasTexture, bool hasColor);
string fragmentSource(string defaultHeader, string customUniforms, string postFragment, int maxLights, bool hasTexture, bool hasColor);
}
ofMaterial::ofMaterial() {
}
void ofMaterial::setColors(ofFloatColor oDiffuse, ofFloatColor oAmbient, ofFloatColor oSpecular, ofFloatColor oEmissive) {
setDiffuseColor(oDiffuse);
setAmbientColor(oAmbient);
setSpecularColor(oSpecular);
setEmissiveColor(oEmissive);
}
void ofMaterial::setup(const ofMaterialSettings & settings){
if(settings.customUniforms != data.customUniforms || settings.postFragment != data.postFragment){
shaders.clear();
uniforms1f.clear();
uniforms2f.clear();
uniforms3f.clear();
uniforms4f.clear();
uniforms1i.clear();
uniforms2i.clear();
uniforms3i.clear();
uniforms4i.clear();
}
data = settings;
}
void ofMaterial::setDiffuseColor(ofFloatColor oDiffuse) {
data.diffuse = oDiffuse;
}
void ofMaterial::setAmbientColor(ofFloatColor oAmbient) {
data.ambient = oAmbient;
}
void ofMaterial::setSpecularColor(ofFloatColor oSpecular) {
data.specular = oSpecular;
}
void ofMaterial::setEmissiveColor(ofFloatColor oEmissive) {
data.emissive = oEmissive;
}
void ofMaterial::setShininess(float nShininess) {
data.shininess = nShininess;
}
void ofMaterial::setData(const ofMaterial::Data &data){
setup(data);
}
float ofMaterial::getShininess()const{
return data.shininess;
}
ofFloatColor ofMaterial::getDiffuseColor()const {
return data.diffuse;
}
ofFloatColor ofMaterial::getAmbientColor()const {
return data.ambient;
}
ofFloatColor ofMaterial::getSpecularColor()const {
return data.specular;
}
ofFloatColor ofMaterial::getEmissiveColor()const {
return data.emissive;
}
ofMaterialSettings ofMaterial::getSettings() const{
return data;
}
void ofMaterial::begin() const{
if(ofGetGLRenderer()){
ofGetGLRenderer()->bind(*this);
}
}
void ofMaterial::end() const{
if(ofGetGLRenderer()){
ofGetGLRenderer()->unbind(*this);
}
}
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];
}
}
const ofShader & ofMaterial::getShader(int textureTarget, bool geometryHasColor, ofGLProgrammableRenderer & renderer) const{
initShaders(renderer);
switch(textureTarget){
case OF_NO_TEXTURE:
if(geometryHasColor){
return shaders[&renderer]->color;
}else{
return shaders[&renderer]->noTexture;
}
break;
case GL_TEXTURE_2D:
if(geometryHasColor){
return shaders[&renderer]->texture2DColor;
}else{
return shaders[&renderer]->texture2D;
}
break;
default:
if(geometryHasColor){
return shaders[&renderer]->textureRectColor;
}else{
return shaders[&renderer]->textureRect;
}
break;
}
}
void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
shader.setUniform4fv("mat_ambient", &data.ambient.r);
shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
shader.setUniform4fv("mat_specular", &data.specular.r);
shader.setUniform4fv("mat_emissive", &data.emissive.r);
shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
shader.setUniform1f("mat_shininess",data.shininess);
for(auto & uniform: uniforms1f){
shader.setUniform1f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2f) {
shader.setUniform2f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3f) {
shader.setUniform3f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms4f) {
shader.setUniform4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms1i) {
shader.setUniform1i(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2i) {
shader.setUniform2i(uniform.first, uniform.second.x, uniform.second.y);
}
for (auto & uniform : uniforms3i) {
shader.setUniform3i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z);
}
for (auto & uniform : uniforms4i) {
shader.setUniform4i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z, uniform.second.w);
}
for (auto & uniform : uniforms4m) {
shader.setUniformMatrix4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3m) {
shader.setUniformMatrix3f(uniform.first, uniform.second);
}
for (auto & uniform : uniformstex) {
shader.setUniformTexture(uniform.first,
uniform.second.textureTarget,
uniform.second.textureID,
uniform.second.textureLocation);
}
}
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){
glm::vec3 direction = glm::vec3(light->position) + light->direction;
glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction,1.0);
direction = glm::vec3(direction4) / direction4.w;
direction = direction - glm::vec3(lightEyePosition);
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){
glm::vec3 halfVector(glm::normalize(glm::vec4(0.f, 0.f, 1.f, 0.f) + lightEyePosition));
shader.setUniform3f("lights["+idx+"].halfVector", halfVector);
}else if(light->lightType==OF_LIGHT_AREA){
shader.setUniform1f("lights["+idx+"].width", light->width);
shader.setUniform1f("lights["+idx+"].height", light->height);
glm::vec3 direction = glm::vec3(light->position) + light->direction;
glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0);
direction = glm::vec3(direction4) / direction4.w;
direction = direction - glm::vec3(lightEyePosition);
shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
glm::vec3 right = glm::vec3(light->position) + light->right;
glm::vec4 right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0);
right = glm::vec3(right4) / right4.w;
right = right - glm::vec3(lightEyePosition);
auto up = glm::cross(right, direction);
shader.setUniform3f("lights["+idx+"].right", glm::normalize(toGlm(right)));
shader.setUniform3f("lights["+idx+"].up", glm::normalize(up));
}
}
}
void ofMaterial::setCustomUniform1f(const std::string & name, float value){
uniforms1f[name] = value;
}
void ofMaterial::setCustomUniform2f(const std::string & name, glm::vec2 value){
uniforms2f[name] = value;
}
void ofMaterial::setCustomUniform3f(const std::string & name, glm::vec3 value) {
uniforms3f[name] = value;
}
void ofMaterial::setCustomUniform4f(const std::string & name, glm::vec4 value) {
uniforms4f[name] = value;
}
void ofMaterial::setCustomUniform1i(const std::string & name, int value) {
uniforms1i[name] = value;
}
void ofMaterial::setCustomUniform2i(const std::string & name, glm::vec<2,int> value) {
uniforms2i[name] = value;
}
void ofMaterial::setCustomUniform3i(const std::string & name, glm::vec<3, int> value) {
uniforms3i[name] = value;
}
void ofMaterial::setCustomUniform4i(const std::string & name, glm::vec<4, int> value) {
uniforms4i[name] = value;
}
void ofMaterial::setCustomUniformMatrix4f(const std::string & name, glm::mat4 value){
uniforms4m[name] = value;
}
void ofMaterial::setCustomUniformMatrix3f(const std::string & name, glm::mat3 value){
uniforms3m[name] = value;
}
void ofMaterial::setCustomUniformTexture(const std::string & name, const ofTexture & value, int textureLocation){
uniformstex[name] = {value.getTextureData().textureTarget, int(value.getTextureData().textureID), textureLocation};
}
void ofMaterial::setCustomUniformTexture(const string & name, int textureTarget, GLint textureID, int textureLocation){
uniformstex[name] = {textureTarget, textureID, textureLocation};
}
#include "shaders/phong.vert"
#include "shaders/phong.frag"
namespace{
string shaderHeader(string header, int maxLights, bool hasTexture, bool hasColor){
header += "#define MAX_LIGHTS " + ofToString(max(1,maxLights)) + "\n";
if(hasTexture){
header += "#define HAS_TEXTURE 1\n";
} else {
header += "#define HAS_TEXTURE 0\n";
}
if(hasColor){
header += "#define HAS_COLOR 1\n";
} else {
header += "#define HAS_COLOR 0\n";
}
return header;
}
string vertexSource(string defaultHeader, int maxLights, bool hasTexture, bool hasColor){
return shaderHeader(defaultHeader, maxLights, hasTexture, hasColor) + vertexShader;
}
string fragmentSource(string defaultHeader, string customUniforms, string postFragment, int maxLights, bool hasTexture, bool hasColor){
auto source = fragmentShader;
if(postFragment.empty()){
postFragment = "vec4 postFragment(vec4 localColor){ return localColor; }";
}
ofStringReplace(source, "%postFragment%", postFragment);
ofStringReplace(source, "%custom_uniforms%", customUniforms);
source = shaderHeader(defaultHeader, maxLights, hasTexture, hasColor) + source;
return source;
}
}
Comments