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TwoSidedSurfaceShader.cpp
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TwoSidedSurfaceShader.cpp
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/***********************************************************************
TwoSidedSurfaceShader - Class to simulate OpenGL two-sided lighting
without the ridiculous and arbitrary performance penalty it incurs on
newer Nvidia Geforce graphics cards (shame on you, Nvidia!).
Copyright (c) 2012 Oliver Kreylos
This file is part of the 3D Data Visualizer (Visualizer).
The 3D Data Visualizer is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as published
by the Free Software Foundation; either version 2 of the License, or (at
your option) any later version.
The 3D Data Visualizer is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License along
with the 3D Data Visualizer; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
***********************************************************************/
#include <TwoSidedSurfaceShader.h>
#include <Misc/PrintInteger.h>
#include <GL/gl.h>
#include <GL/GLLightTracker.h>
#include <GL/GLClipPlaneTracker.h>
#include <GL/GLContextData.h>
/************************************************
Methods of class TwoSidedSurfaceShader::DataItem:
************************************************/
TwoSidedSurfaceShader::DataItem::DataItem(void)
:lightTrackerVersion(0),clipPlaneTrackerVersion(0)
{
}
TwoSidedSurfaceShader::DataItem::~DataItem(void)
{
}
void TwoSidedSurfaceShader::DataItem::buildShader(GLContextData& contextData)
{
GLLightTracker* lt=contextData.getLightTracker();
GLClipPlaneTracker* cpt=contextData.getClipPlaneTracker();
/* Reset the shader: */
shader.reset();
/* Start the vertex shader's main function: */
std::string vertexShaderMain="\
varying vec4 frontColor;\n\
varying vec4 backColor;\n\
\n\
void main()\n\
{\n\
/* Compute the vertex position and normal vector in eye space: */\n\
vec4 vertexEc=gl_ModelViewMatrix*gl_Vertex;\n\
vec3 normalEc=normalize(gl_NormalMatrix*gl_Normal);\n\
\n\
/* Initialize the color accumulators: */\n\
vec4 ambientDiffuseAccumulator=gl_LightModel.ambient*gl_FrontMaterial.ambient;\n\
vec4 specularAccumulator=vec4(0.0,0.0,0.0,0.0);\n\
\n";
/* Call the appropriate light accumulation function for every enabled light source: */
std::string vertexShaderFunctions;
for(int lightIndex=0;lightIndex<lt->getMaxNumLights();++lightIndex)
if(lt->getLightState(lightIndex).isEnabled())
{
/* Create the light accumulation function: */
vertexShaderFunctions+=lt->createAccumulateLightFunction(lightIndex);
/* Call the light accumulation function from the vertex shader's main function: */
vertexShaderMain+="\
accumulateLight";
char liBuffer[12];
vertexShaderMain.append(Misc::print(lightIndex,liBuffer+11));
vertexShaderMain+="(vertexEc,normalEc,gl_FrontMaterial.ambient,gl_FrontMaterial.diffuse,gl_FrontMaterial.specular,gl_FrontMaterial.shininess,ambientDiffuseAccumulator,specularAccumulator);\n";
}
/* Continue the vertex shader's main function: */
vertexShaderMain+="\
\n\
/* Assign the final accumulated vertex color: */\n\
frontColor=ambientDiffuseAccumulator+specularAccumulator;\n\
\n\
/* Flip the normal vector to calculate back-face illumination: */\n\
normalEc=-normalEc;\n\
\n\
/* Re-initialize the color accumulators: */\n\
ambientDiffuseAccumulator=gl_LightModel.ambient*gl_BackMaterial.ambient;\n\
specularAccumulator=vec4(0.0,0.0,0.0,0.0);\n\
\n";
/* Call the appropriate light accumulation function for every enabled light source: */
for(int lightIndex=0;lightIndex<lt->getMaxNumLights();++lightIndex)
if(lt->getLightState(lightIndex).isEnabled())
{
/* Call the previously created light accumulation function from the vertex shader's main function: */
vertexShaderMain+="\
accumulateLight";
char liBuffer[12];
vertexShaderMain.append(Misc::print(lightIndex,liBuffer+11));
vertexShaderMain+="(vertexEc,normalEc,gl_BackMaterial.ambient,gl_BackMaterial.diffuse,gl_BackMaterial.specular,gl_BackMaterial.shininess,ambientDiffuseAccumulator,specularAccumulator);\n";
}
/* Continue the vertex shader's main function: */
vertexShaderMain+="\
\n\
/* Assign the final accumulated vertex color: */\n\
backColor=ambientDiffuseAccumulator+specularAccumulator;\n\
\n";
/* Insert code to calculate the vertex' position relative to all user-specified clipping planes: */
vertexShaderMain+=cpt->createCalcClipDistances("vertexEc");
/* Finish the vertex shader's main function: */
vertexShaderMain+="\
\n\
/* Use standard vertex position: */\n\
gl_Position=ftransform();\n\
}\n";
/* Assemble the full vertex shader source: */
std::string vertexShader=vertexShaderFunctions+vertexShaderMain;
/* Compile the vertex shader: */
shader.compileVertexShaderFromString(vertexShader.c_str());
/* Assemble the fragment shader's source: */
std::string fragmentShaderMain="\
varying vec4 frontColor;\n\
varying vec4 backColor;\n\
\n\
void main()\n\
{\n\
if(gl_FrontFacing)\n\
gl_FragColor=frontColor;\n\
else\n\
gl_FragColor=backColor;\n\
}\n";
/* Compile the fragment shader: */
shader.compileFragmentShaderFromString(fragmentShaderMain.c_str());
/* Link the shader: */
shader.linkShader();
}
/**********************************************
Static elements of class TwoSidedSurfaceShader:
**********************************************/
Threads::Spinlock TwoSidedSurfaceShader::theShaderMutex;
unsigned int TwoSidedSurfaceShader::theShaderRefCount(0);
TwoSidedSurfaceShader* TwoSidedSurfaceShader::theShader=0;
/**************************************
Methods of class TwoSidedSurfaceShader:
**************************************/
bool TwoSidedSurfaceShader::isSupported(GLContextData& contextData)
{
/* Return true if shaders are supported: */
return GLShader::isSupported();
}
TwoSidedSurfaceShader* TwoSidedSurfaceShader::acquireShader(void)
{
Threads::Spinlock::Lock theShaderLock(theShaderMutex);
/* Check if the shared shader has no references yet: */
if(theShaderRefCount==0)
{
/* Allocate a new shared shader object: */
theShader=new TwoSidedSurfaceShader;
}
/* Increment the reference counter and return the shared shader object: */
++theShaderRefCount;
return theShader;
}
void TwoSidedSurfaceShader::releaseShader(TwoSidedSurfaceShader* shader)
{
Threads::Spinlock::Lock theShaderLock(theShaderMutex);
/* Check if the to-be-released shader is really the shared shader: */
if(shader!=0&&shader==theShader)
{
/* Decrement the reference counter: */
--theShaderRefCount;
/* Check if the shared shader can be deleted: */
if(theShaderRefCount==0)
{
delete theShader;
theShader=0;
}
}
}
TwoSidedSurfaceShader::TwoSidedSurfaceShader(void)
{
}
TwoSidedSurfaceShader::~TwoSidedSurfaceShader(void)
{
}
void TwoSidedSurfaceShader::initContext(GLContextData& contextData) const
{
/* Create a new context data item: */
DataItem* dataItem=new DataItem;
contextData.addDataItem(this,dataItem);
}
void TwoSidedSurfaceShader::set(GLContextData& contextData) const
{
/* Get the context data item: */
DataItem* dataItem=contextData.retrieveDataItem<DataItem>(this);
/* Check if the shader needs to be updated: */
if(dataItem->lightTrackerVersion!=contextData.getLightTracker()->getVersion()||dataItem->clipPlaneTrackerVersion!=contextData.getClipPlaneTracker()->getVersion())
{
/* Rebuild the shader: */
dataItem->buildShader(contextData);
/* Mark the shader as up-to-date: */
dataItem->lightTrackerVersion=contextData.getLightTracker()->getVersion();
dataItem->clipPlaneTrackerVersion=contextData.getClipPlaneTracker()->getVersion();
}
/* Install the shader: */
dataItem->shader.useProgram();
}
void TwoSidedSurfaceShader::reset(GLContextData& contextData) const
{
/* Uninstall the shader: */
GLShader::disablePrograms();
}