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authorphil <[email protected]>2016-11-22 16:08:02 +1300
committerphil <[email protected]>2016-11-22 16:08:02 +1300
commit494aa4f3c81ea1d6da6ff8c4f8d3e317985741b5 (patch)
treee345c9cb05a27dc19a9bfeb44d78bba2800eb048 /src/main
parentf935d94703238a6f56cbc6c8457324ef01511e1a (diff)
SimpleShaderAppearance public static versionString
So if can be altered for different pipelines
Diffstat (limited to 'src/main')
-rw-r--r--src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java948
1 files changed, 475 insertions, 473 deletions
diff --git a/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java b/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
index e66035b..ab48fac 100644
--- a/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
+++ b/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
@@ -1,473 +1,475 @@
-/*
- * Copyright (c) 2016 JogAmp Community. All rights reserved.
- * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
- *
- * This code is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License version 2 only, as
- * published by the Free Software Foundation. Sun designates this
- * particular file as subject to the "Classpath" exception as provided
- * by Sun in the LICENSE file that accompanied this code.
- *
- * This code 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
- * version 2 for more details (a copy is included in the LICENSE file that
- * accompanied this code).
- *
- * You should have received a copy of the GNU General Public License version
- * 2 along with this work; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
- *
- */
-package org.jogamp.java3d.utils.shader;
-
-import org.jogamp.java3d.ColoringAttributes;
-import org.jogamp.java3d.GLSLShaderProgram;
-import org.jogamp.java3d.LineAttributes;
-import org.jogamp.java3d.Material;
-import org.jogamp.java3d.PolygonAttributes;
-import org.jogamp.java3d.RenderingAttributes;
-import org.jogamp.java3d.Shader;
-import org.jogamp.java3d.ShaderAppearance;
-import org.jogamp.java3d.ShaderAttributeSet;
-import org.jogamp.java3d.ShaderAttributeValue;
-import org.jogamp.java3d.SourceCodeShader;
-import org.jogamp.vecmath.Color3f;
-
-/**
- * @author phil
- *
- */
-public class SimpleShaderAppearance extends ShaderAppearance
-{
- private static GLSLShaderProgram flatShaderProgram;
- private static GLSLShaderProgram textureShaderProgram;
- private static GLSLShaderProgram colorLineShaderProgram;
- private static GLSLShaderProgram litFlatShaderProgram;
- private static GLSLShaderProgram litTextureShaderProgram;
-
- public static String alphaTestUniforms = "uniform int alphaTestEnabled;\n" + //
- "uniform int alphaTestFunction;\n" + //
- "uniform float alphaTestValue;\n";
-
- public static String alphaTestMethod = "if(alphaTestEnabled != 0)\n" + //
- "{ \n" + //
- " if(alphaTestFunction==516)//>\n" + //
- " if(baseMap.a<=alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==518)//>=\n" + //
- " if(baseMap.a<alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==514)//==\n" + //
- " if(baseMap.a!=alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==517)//!=\n" + //
- " if(baseMap.a==alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==513)//<\n" + //
- " if(baseMap.a>=alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==515)//<=\n" + //
- " if(baseMap.a>alphaTestValue)discard;\n" + //
- " else if(alphaTestFunction==512)//never \n" + //
- " discard; \n" + //
- "}\n";
-
- /**
- * Polygons no texture, no single color, must have color vertex attribute
- */
- public SimpleShaderAppearance()
- {
- this(null, false, false);
- }
-
- /**
- * Lines with a single color no texture, ignores vertex attribute of color
- * @param color
- */
- public SimpleShaderAppearance(Color3f color)
- {
- this(color, false, false);
- }
-
- /**
- * Polygons if hasTexture is true a texture otherwise vertex attribute colors for face color
- */
- public SimpleShaderAppearance(boolean hasTexture)
- {
- this(null, false, hasTexture);
- }
-
- public SimpleShaderAppearance(boolean lit, boolean hasTexture)
- {
- this(null, lit, hasTexture);
- }
-
- /** if color is not null then a line appearance
- * otherwise simple poly appearance
- * @param color
- */
- public SimpleShaderAppearance(Color3f color, boolean lit, boolean hasTexture)
- {
- if (lit)
- {
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec4 glColor;\n";
- vertexProgram += "attribute vec3 glNormal; \n";
- if (hasTexture)
- {
- vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
- }
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "uniform mat4 glModelViewMatrix;\n";
- vertexProgram += "uniform mat3 glNormalMatrix;\n";
- vertexProgram += "uniform int ignoreVertexColors;\n";
- vertexProgram += "uniform vec4 glLightModelambient;\n";
- vertexProgram += "struct material\n";
- vertexProgram += "{\n";
- vertexProgram += " int lightEnabled;\n";
- vertexProgram += " vec4 ambient;\n";
- vertexProgram += " vec4 diffuse;\n";
- vertexProgram += " vec4 emission; \n";
- vertexProgram += " vec3 specular;\n";
- vertexProgram += " float shininess;\n";
- vertexProgram += "};\n";
- vertexProgram += "uniform material glFrontMaterial;\n";
- vertexProgram += "struct lightSource\n";
- vertexProgram += " {\n";
- vertexProgram += " vec4 position;\n";
- vertexProgram += " vec4 diffuse;\n";
- vertexProgram += " vec4 specular;\n";
- vertexProgram += " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n";
- vertexProgram += " float spotCutoff, spotExponent;\n";
- vertexProgram += " vec3 spotDirection;\n";
- vertexProgram += " };\n";
- vertexProgram += "\n";
- vertexProgram += " uniform int numberOfLights;\n";
- vertexProgram += " const int maxLights = 1;\n";
- vertexProgram += " uniform lightSource glLightSource[maxLights];\n";
- if (hasTexture)
- {
- vertexProgram += "varying vec2 glTexCoord0;\n";
- }
- vertexProgram += "varying vec3 LightDir;\n";
- vertexProgram += "varying vec3 ViewDir;\n";
- vertexProgram += "varying vec3 N;\n";
- vertexProgram += "varying vec4 A;\n";
- vertexProgram += "varying vec4 C;\n";
- vertexProgram += "varying vec4 D;\n";
- vertexProgram += "varying vec3 emissive;\n";
- vertexProgram += "varying vec3 specular;\n";
- vertexProgram += "varying float shininess;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- if (hasTexture)
- {
- vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
- }
-
- vertexProgram += "N = normalize(glNormalMatrix * glNormal);\n";
-
- vertexProgram += "vec3 v = vec3(glModelViewMatrix * glVertex);\n";
-
- vertexProgram += "ViewDir = -v.xyz;\n";
- vertexProgram += "LightDir = glLightSource[0].position.xyz;\n";
-
- vertexProgram += "A = glLightModelambient * glFrontMaterial.ambient;\n";
- vertexProgram += "if( ignoreVertexColors != 0) \n";
- // objectColor should be used if it is no lighting, and reusing material diffuse appears wrong
- vertexProgram += " C = vec4(1,1,1,1);//glFrontMaterial.diffuse; \n";
- vertexProgram += "else \n";
- vertexProgram += " C = glColor; \n";
-
- vertexProgram += "D = glLightSource[0].diffuse * glFrontMaterial.diffuse;\n";
-
- vertexProgram += "emissive = glFrontMaterial.emission.rgb;\n";
- vertexProgram += "specular = glFrontMaterial.specular;\n";
- vertexProgram += "shininess = glFrontMaterial.shininess;\n";
- vertexProgram += "}";
-
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
- if (hasTexture)
- {
- fragmentProgram += alphaTestUniforms;
-
- fragmentProgram += "varying vec2 glTexCoord0;\n";
- fragmentProgram += "uniform sampler2D BaseMap;\n";
- }
-
- fragmentProgram += "in vec3 LightDir;\n";
- fragmentProgram += "in vec3 ViewDir;\n";
-
- fragmentProgram += "in vec3 N;\n";
-
- fragmentProgram += "in vec4 A;\n";
- fragmentProgram += "in vec4 C;\n";
- fragmentProgram += "in vec4 D;\n";
-
- fragmentProgram += "in vec3 emissive;\n";
- fragmentProgram += "in vec3 specular;\n";
- fragmentProgram += "in float shininess;\n";
- fragmentProgram += "void main( void ){\n ";
- if (hasTexture)
- {
- fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
- }
- if (hasTexture)
- {
- fragmentProgram += alphaTestMethod;
- }
- fragmentProgram += "vec3 normal = N;\n";
-
- fragmentProgram += "vec3 L = normalize(LightDir);\n";
- fragmentProgram += "vec3 E = normalize(ViewDir);\n";
- fragmentProgram += "vec3 R = reflect(-L, normal);\n";
- fragmentProgram += "vec3 H = normalize( L + E );\n";
-
- fragmentProgram += "float NdotL = max( dot(normal, L), 0.0 );\n";
- fragmentProgram += "float NdotH = max( dot(normal, H), 0.0 );\n";
- fragmentProgram += "float EdotN = max( dot(normal, E), 0.0 );\n";
- fragmentProgram += "float NdotNegL = max( dot(normal, -L), 0.0 );\n";
-
- fragmentProgram += "vec4 color;\n";
- if (hasTexture)
- {
- fragmentProgram += "vec3 albedo = baseMap.rgb * C.rgb;\n";
- }
- else
- {
- fragmentProgram += "vec3 albedo = C.rgb;\n";
- }
- fragmentProgram += "vec3 diffuse = A.rgb + (D.rgb * NdotL);\n";
-
- // 0.3 is just what the calc is
- fragmentProgram += "vec3 spec = specular * pow(NdotH, 0.3*shininess);\n";
- // D is not right it should be the light source spec color, probably just 1,1,1 but java3d has no spec on lights
- //fragmentProgram += "spec *= D.rgb;\n";
-
- fragmentProgram += "color.rgb = albedo * (diffuse + emissive) + spec;\n";
- if (hasTexture)
- {
- fragmentProgram += "color.a = C.a * baseMap.a;\n";
- }
- else
- {
- fragmentProgram += "color.a = C.a;\n";
- }
-
- fragmentProgram += "gl_FragColor = color;\n";
-
- fragmentProgram += "}";
- if (hasTexture)
- {
- if (litTextureShaderProgram == null)
- {
- litTextureShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance litTextureShaderProgram";
- }
- };
- litTextureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
- litTextureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
-
- }
-
- setShaderProgram(litTextureShaderProgram);
-
- ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
- shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
- setShaderAttributeSet(shaderAttributeSet);
- }
- else
- {
- if (litFlatShaderProgram == null)
- {
- litFlatShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance litFlatShaderProgram";
- }
- };
- litFlatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
-
- //System.out.println("vertexProgram " + vertexProgram);
- //System.out.println("fragmentProgram " + fragmentProgram);
-
- }
-
- setShaderProgram(litFlatShaderProgram);
-
- }
- }
- else
- {
- if (hasTexture)
- {
- if (textureShaderProgram == null)
- {
- textureShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance textureShaderProgram";
- }
- };
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "varying vec2 glTexCoord0;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
- vertexProgram += "}";
-
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
- fragmentProgram += alphaTestUniforms;
- fragmentProgram += "varying vec2 glTexCoord0;\n";
- fragmentProgram += "uniform sampler2D BaseMap;\n";
- fragmentProgram += "void main( void ){\n ";
- fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
- fragmentProgram += alphaTestMethod;
- fragmentProgram += "gl_FragColor = baseMap;\n";
- fragmentProgram += "}";
-
- textureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
- textureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
- }
-
- setShaderProgram(textureShaderProgram);
-
- ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
- shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
- setShaderAttributeSet(shaderAttributeSet);
-
- }
- else
-
- {
- if (color != null)
- {
- PolygonAttributes polyAtt = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_NONE, 0.0f);
- polyAtt.setPolygonOffset(0.1f);
- setPolygonAttributes(polyAtt);
- LineAttributes lineAtt = new LineAttributes(1, LineAttributes.PATTERN_SOLID, false);
- setLineAttributes(lineAtt);
-
- ColoringAttributes colorAtt = new ColoringAttributes(color, ColoringAttributes.FASTEST);
- setColoringAttributes(colorAtt);
-
- RenderingAttributes ra = new RenderingAttributes();
- ra.setIgnoreVertexColors(true);
- setRenderingAttributes(ra);
-
- Material mat = new Material();
- setMaterial(mat);
-
- if (colorLineShaderProgram == null)
- {
- colorLineShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance colorLineShaderProgram";
- }
- };
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec4 glColor;\n";
- vertexProgram += "uniform int ignoreVertexColors;\n";
- vertexProgram += "uniform vec4 objectColor;\n";
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "varying vec4 glFrontColor;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- vertexProgram += "if( ignoreVertexColors != 0 )\n";
- vertexProgram += " glFrontColor = objectColor;\n";
- vertexProgram += "else\n";
- vertexProgram += " glFrontColor = glColor;\n";
- vertexProgram += "}";
-
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
- fragmentProgram += "varying vec4 glFrontColor;\n";
- fragmentProgram += "void main( void ){\n";
- fragmentProgram += "gl_FragColor = glFrontColor;\n";
- fragmentProgram += "}";
-
- colorLineShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
- }
-
- setShaderProgram(colorLineShaderProgram);
-
- }
- else
- {
- RenderingAttributes ra = new RenderingAttributes();
- setRenderingAttributes(ra);
-
- if (flatShaderProgram == null)
- {
- flatShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance flatShaderProgram";
- }
- };
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec4 glColor;\n";
- vertexProgram += "uniform int ignoreVertexColors;\n";
- vertexProgram += "uniform vec4 objectColor;\n";
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "varying vec4 glFrontColor;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- vertexProgram += "if( ignoreVertexColors != 0 )\n";
- vertexProgram += " glFrontColor = objectColor;\n";
- vertexProgram += "else\n";
- vertexProgram += " glFrontColor = glColor;\n";
- vertexProgram += "}";
-
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
- fragmentProgram += "varying vec4 glFrontColor;\n";
- fragmentProgram += "void main( void ){\n";
- fragmentProgram += "gl_FragColor = glFrontColor;\n";
- fragmentProgram += "}";
-
- flatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
-
- }
-
- setShaderProgram(flatShaderProgram);
-
- }
- }
-
- }
-
- }
-
- private static Shader[] makeShaders(String vertexProgram, String fragmentProgram)
- {
- Shader[] shaders = new Shader[2];
- shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_VERTEX, vertexProgram) {
- @Override
- public String toString()
- {
- return "vertexProgram";
- }
- };
- shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_FRAGMENT, fragmentProgram) {
- @Override
- public String toString()
- {
- return "fragmentProgram";
- }
- };
- return shaders;
- }
-}
+/*
+ * Copyright (c) 2016 JogAmp Community. All rights reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code 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
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
+package org.jogamp.java3d.utils.shader;
+
+import org.jogamp.java3d.ColoringAttributes;
+import org.jogamp.java3d.GLSLShaderProgram;
+import org.jogamp.java3d.LineAttributes;
+import org.jogamp.java3d.Material;
+import org.jogamp.java3d.PolygonAttributes;
+import org.jogamp.java3d.RenderingAttributes;
+import org.jogamp.java3d.Shader;
+import org.jogamp.java3d.ShaderAppearance;
+import org.jogamp.java3d.ShaderAttributeSet;
+import org.jogamp.java3d.ShaderAttributeValue;
+import org.jogamp.java3d.SourceCodeShader;
+import org.jogamp.vecmath.Color3f;
+
+/**
+ * @author phil
+ *
+ */
+public class SimpleShaderAppearance extends ShaderAppearance
+{
+
+ public static String versionString = "#version 120\n";
+ private static GLSLShaderProgram flatShaderProgram;
+ private static GLSLShaderProgram textureShaderProgram;
+ private static GLSLShaderProgram colorLineShaderProgram;
+ private static GLSLShaderProgram litFlatShaderProgram;
+ private static GLSLShaderProgram litTextureShaderProgram;
+
+ public static String alphaTestUniforms = "uniform int alphaTestEnabled;\n" + //
+ "uniform int alphaTestFunction;\n" + //
+ "uniform float alphaTestValue;\n";
+
+ public static String alphaTestMethod = "if(alphaTestEnabled != 0)\n" + //
+ "{ \n" + //
+ " if(alphaTestFunction==516)//>\n" + //
+ " if(baseMap.a<=alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==518)//>=\n" + //
+ " if(baseMap.a<alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==514)//==\n" + //
+ " if(baseMap.a!=alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==517)//!=\n" + //
+ " if(baseMap.a==alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==513)//<\n" + //
+ " if(baseMap.a>=alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==515)//<=\n" + //
+ " if(baseMap.a>alphaTestValue)discard;\n" + //
+ " else if(alphaTestFunction==512)//never \n" + //
+ " discard; \n" + //
+ "}\n";
+
+ /**
+ * Polygons no texture, no single color, must have color vertex attribute
+ */
+ public SimpleShaderAppearance()
+ {
+ this(null, false, false);
+ }
+
+ /**
+ * Lines with a single color no texture, ignores vertex attribute of color
+ * @param color
+ */
+ public SimpleShaderAppearance(Color3f color)
+ {
+ this(color, false, false);
+ }
+
+ /**
+ * Polygons if hasTexture is true a texture otherwise vertex attribute colors for face color
+ */
+ public SimpleShaderAppearance(boolean hasTexture)
+ {
+ this(null, false, hasTexture);
+ }
+
+ public SimpleShaderAppearance(boolean lit, boolean hasTexture)
+ {
+ this(null, lit, hasTexture);
+ }
+
+ /** if color is not null then a line appearance
+ * otherwise simple poly appearance
+ * @param color
+ */
+ public SimpleShaderAppearance(Color3f color, boolean lit, boolean hasTexture)
+ {
+ if (lit)
+ {
+ String vertexProgram = versionString;
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "attribute vec3 glNormal; \n";
+ if (hasTexture)
+ {
+ vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
+ }
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "uniform mat4 glModelViewMatrix;\n";
+ vertexProgram += "uniform mat3 glNormalMatrix;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 glLightModelambient;\n";
+ vertexProgram += "struct material\n";
+ vertexProgram += "{\n";
+ vertexProgram += " int lightEnabled;\n";
+ vertexProgram += " vec4 ambient;\n";
+ vertexProgram += " vec4 diffuse;\n";
+ vertexProgram += " vec4 emission; \n";
+ vertexProgram += " vec3 specular;\n";
+ vertexProgram += " float shininess;\n";
+ vertexProgram += "};\n";
+ vertexProgram += "uniform material glFrontMaterial;\n";
+ vertexProgram += "struct lightSource\n";
+ vertexProgram += " {\n";
+ vertexProgram += " vec4 position;\n";
+ vertexProgram += " vec4 diffuse;\n";
+ vertexProgram += " vec4 specular;\n";
+ vertexProgram += " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n";
+ vertexProgram += " float spotCutoff, spotExponent;\n";
+ vertexProgram += " vec3 spotDirection;\n";
+ vertexProgram += " };\n";
+ vertexProgram += "\n";
+ vertexProgram += " uniform int numberOfLights;\n";
+ vertexProgram += " const int maxLights = 1;\n";
+ vertexProgram += " uniform lightSource glLightSource[maxLights];\n";
+ if (hasTexture)
+ {
+ vertexProgram += "varying vec2 glTexCoord0;\n";
+ }
+ vertexProgram += "varying vec3 LightDir;\n";
+ vertexProgram += "varying vec3 ViewDir;\n";
+ vertexProgram += "varying vec3 N;\n";
+ vertexProgram += "varying vec4 A;\n";
+ vertexProgram += "varying vec4 C;\n";
+ vertexProgram += "varying vec4 D;\n";
+ vertexProgram += "varying vec3 emissive;\n";
+ vertexProgram += "varying vec3 specular;\n";
+ vertexProgram += "varying float shininess;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ if (hasTexture)
+ {
+ vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
+ }
+
+ vertexProgram += "N = normalize(glNormalMatrix * glNormal);\n";
+
+ vertexProgram += "vec3 v = vec3(glModelViewMatrix * glVertex);\n";
+
+ vertexProgram += "ViewDir = -v.xyz;\n";
+ vertexProgram += "LightDir = glLightSource[0].position.xyz;\n";
+
+ vertexProgram += "A = glLightModelambient * glFrontMaterial.ambient;\n";
+ vertexProgram += "if( ignoreVertexColors != 0) \n";
+ // objectColor should be used if it is no lighting, and reusing material diffuse appears wrong
+ vertexProgram += " C = vec4(1,1,1,1);//glFrontMaterial.diffuse; \n";
+ vertexProgram += "else \n";
+ vertexProgram += " C = glColor; \n";
+
+ vertexProgram += "D = glLightSource[0].diffuse * glFrontMaterial.diffuse;\n";
+
+ vertexProgram += "emissive = glFrontMaterial.emission.rgb;\n";
+ vertexProgram += "specular = glFrontMaterial.specular;\n";
+ vertexProgram += "shininess = glFrontMaterial.shininess;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = versionString;
+ fragmentProgram += "precision mediump float;\n";
+ if (hasTexture)
+ {
+ fragmentProgram += alphaTestUniforms;
+
+ fragmentProgram += "varying vec2 glTexCoord0;\n";
+ fragmentProgram += "uniform sampler2D BaseMap;\n";
+ }
+
+ fragmentProgram += "in vec3 LightDir;\n";
+ fragmentProgram += "in vec3 ViewDir;\n";
+
+ fragmentProgram += "in vec3 N;\n";
+
+ fragmentProgram += "in vec4 A;\n";
+ fragmentProgram += "in vec4 C;\n";
+ fragmentProgram += "in vec4 D;\n";
+
+ fragmentProgram += "in vec3 emissive;\n";
+ fragmentProgram += "in vec3 specular;\n";
+ fragmentProgram += "in float shininess;\n";
+ fragmentProgram += "void main( void ){\n ";
+ if (hasTexture)
+ {
+ fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
+ }
+ if (hasTexture)
+ {
+ fragmentProgram += alphaTestMethod;
+ }
+ fragmentProgram += "vec3 normal = N;\n";
+
+ fragmentProgram += "vec3 L = normalize(LightDir);\n";
+ fragmentProgram += "vec3 E = normalize(ViewDir);\n";
+ fragmentProgram += "vec3 R = reflect(-L, normal);\n";
+ fragmentProgram += "vec3 H = normalize( L + E );\n";
+
+ fragmentProgram += "float NdotL = max( dot(normal, L), 0.0 );\n";
+ fragmentProgram += "float NdotH = max( dot(normal, H), 0.0 );\n";
+ fragmentProgram += "float EdotN = max( dot(normal, E), 0.0 );\n";
+ fragmentProgram += "float NdotNegL = max( dot(normal, -L), 0.0 );\n";
+
+ fragmentProgram += "vec4 color;\n";
+ if (hasTexture)
+ {
+ fragmentProgram += "vec3 albedo = baseMap.rgb * C.rgb;\n";
+ }
+ else
+ {
+ fragmentProgram += "vec3 albedo = C.rgb;\n";
+ }
+ fragmentProgram += "vec3 diffuse = A.rgb + (D.rgb * NdotL);\n";
+
+ // 0.3 is just what the calc is
+ fragmentProgram += "vec3 spec = specular * pow(NdotH, 0.3*shininess);\n";
+ // D is not right it should be the light source spec color, probably just 1,1,1 but java3d has no spec on lights
+ //fragmentProgram += "spec *= D.rgb;\n";
+
+ fragmentProgram += "color.rgb = albedo * (diffuse + emissive) + spec;\n";
+ if (hasTexture)
+ {
+ fragmentProgram += "color.a = C.a * baseMap.a;\n";
+ }
+ else
+ {
+ fragmentProgram += "color.a = C.a;\n";
+ }
+
+ fragmentProgram += "gl_FragColor = color;\n";
+
+ fragmentProgram += "}";
+ if (hasTexture)
+ {
+ if (litTextureShaderProgram == null)
+ {
+ litTextureShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance litTextureShaderProgram";
+ }
+ };
+ litTextureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ litTextureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
+
+ }
+
+ setShaderProgram(litTextureShaderProgram);
+
+ ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
+ shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
+ setShaderAttributeSet(shaderAttributeSet);
+ }
+ else
+ {
+ if (litFlatShaderProgram == null)
+ {
+ litFlatShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance litFlatShaderProgram";
+ }
+ };
+ litFlatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+
+ //System.out.println("vertexProgram " + vertexProgram);
+ //System.out.println("fragmentProgram " + fragmentProgram);
+
+ }
+
+ setShaderProgram(litFlatShaderProgram);
+
+ }
+ }
+ else
+ {
+ if (hasTexture)
+ {
+ if (textureShaderProgram == null)
+ {
+ textureShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance textureShaderProgram";
+ }
+ };
+ String vertexProgram = versionString;
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "varying vec2 glTexCoord0;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = versionString;
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += alphaTestUniforms;
+ fragmentProgram += "varying vec2 glTexCoord0;\n";
+ fragmentProgram += "uniform sampler2D BaseMap;\n";
+ fragmentProgram += "void main( void ){\n ";
+ fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
+ fragmentProgram += alphaTestMethod;
+ fragmentProgram += "gl_FragColor = baseMap;\n";
+ fragmentProgram += "}";
+
+ textureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ textureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
+ }
+
+ setShaderProgram(textureShaderProgram);
+
+ ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
+ shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
+ setShaderAttributeSet(shaderAttributeSet);
+
+ }
+ else
+
+ {
+ if (color != null)
+ {
+ PolygonAttributes polyAtt = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_NONE, 0.0f);
+ polyAtt.setPolygonOffset(0.1f);
+ setPolygonAttributes(polyAtt);
+ LineAttributes lineAtt = new LineAttributes(1, LineAttributes.PATTERN_SOLID, false);
+ setLineAttributes(lineAtt);
+
+ ColoringAttributes colorAtt = new ColoringAttributes(color, ColoringAttributes.FASTEST);
+ setColoringAttributes(colorAtt);
+
+ RenderingAttributes ra = new RenderingAttributes();
+ ra.setIgnoreVertexColors(true);
+ setRenderingAttributes(ra);
+
+ Material mat = new Material();
+ setMaterial(mat);
+
+ if (colorLineShaderProgram == null)
+ {
+ colorLineShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance colorLineShaderProgram";
+ }
+ };
+ String vertexProgram = versionString;
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 objectColor;\n";
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "varying vec4 glFrontColor;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "if( ignoreVertexColors != 0 )\n";
+ vertexProgram += " glFrontColor = objectColor;\n";
+ vertexProgram += "else\n";
+ vertexProgram += " glFrontColor = glColor;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = versionString;
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += "varying vec4 glFrontColor;\n";
+ fragmentProgram += "void main( void ){\n";
+ fragmentProgram += "gl_FragColor = glFrontColor;\n";
+ fragmentProgram += "}";
+
+ colorLineShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ }
+
+ setShaderProgram(colorLineShaderProgram);
+
+ }
+ else
+ {
+ RenderingAttributes ra = new RenderingAttributes();
+ setRenderingAttributes(ra);
+
+ if (flatShaderProgram == null)
+ {
+ flatShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance flatShaderProgram";
+ }
+ };
+ String vertexProgram = versionString;
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 objectColor;\n";
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "varying vec4 glFrontColor;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "if( ignoreVertexColors != 0 )\n";
+ vertexProgram += " glFrontColor = objectColor;\n";
+ vertexProgram += "else\n";
+ vertexProgram += " glFrontColor = glColor;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = versionString;
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += "varying vec4 glFrontColor;\n";
+ fragmentProgram += "void main( void ){\n";
+ fragmentProgram += "gl_FragColor = glFrontColor;\n";
+ fragmentProgram += "}";
+
+ flatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+
+ }
+
+ setShaderProgram(flatShaderProgram);
+
+ }
+ }
+
+ }
+
+ }
+
+ private static Shader[] makeShaders(String vertexProgram, String fragmentProgram)
+ {
+ Shader[] shaders = new Shader[2];
+ shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_VERTEX, vertexProgram) {
+ @Override
+ public String toString()
+ {
+ return "vertexProgram";
+ }
+ };
+ shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_FRAGMENT, fragmentProgram) {
+ @Override
+ public String toString()
+ {
+ return "fragmentProgram";
+ }
+ };
+ return shaders;
+ }
+}