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/******************************************************************************
* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library 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 Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
//
// C++ Implementation: Shader
//
// Description:
//
//
// Author: The SOFA team </www.sofa-framework.org>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include <sofa/component/visualmodel/OglShadowShader.h>
#include <sofa/core/ObjectFactory.h>
#include <sofa/helper/system/FileRepository.h>
namespace sofa
{
namespace component
{
namespace visualmodel
{
SOFA_DECL_CLASS(OglShadowShader)
//Register OglShader in the Object Factory
int OglShadowShaderClass = core::RegisterObject("OglShadowShader")
.add< OglShadowShader >()
;
const std::string OglShadowShader::PATH_TO_SHADOW_VERTEX_SHADERS = "shaders/shadowMapping.vert";
const std::string OglShadowShader::PATH_TO_SHADOW_FRAGMENT_SHADERS = "shaders/shadowMapping.frag";
OglShadowShader::OglShadowShader()
{
}
OglShadowShader::~OglShadowShader()
{
}
void OglShadowShader::init()
{
passive.setValue(true);
turnOn.setValue(true);
}
void OglShadowShader::initShaders(unsigned int numberOfLights)
{
std::string tempFragment="";
std::string tempVertex="";
for (unsigned int i=0 ; i<numberOfLights ; i++)
{
vertexFilenames.push_back( PATH_TO_SHADOW_VERTEX_SHADERS );
fragmentFilenames.push_back( PATH_TO_SHADOW_FRAGMENT_SHADERS );
shaderVector.push_back(new sofa::helper::gl::GLSLShader());
}
for (unsigned int i=0 ; i<numberOfLights ; i++)
{
for (unsigned int j=0 ; j<numberOfLights ; j++)
{
//if (i==0)
this->addDefineMacro(i,std::string("SHADOW_LIGHT0"), std::string("1"));
//if (i==0)
this->addDefineMacro(i,std::string("SHADOW_LIGHT1"), std::string("1"));
}
}
}
}//namespace visualmodel
} //namespace component
} //namespace sofa
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