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Use gl_LightSource[0].position intead of a light position uniform.
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5d89b027ee
commit
917a5086b3
1 changed files with 24 additions and 13 deletions
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@ -30,14 +30,13 @@ static char *VertProgFile = NULL;
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static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
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static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
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static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
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static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
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static GLfloat delta = 1.0f;
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static GLuint fragShader;
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static GLuint vertShader;
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static GLuint program;
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static GLint uLightPos;
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static GLint uDiffuse;
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static GLint uSpecular;
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static GLint uTexture;
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@ -61,24 +60,27 @@ normalize(GLfloat *dst, const GLfloat *src)
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dst[0] = src[0] / len;
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dst[1] = src[1] / len;
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dst[2] = src[2] / len;
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dst[3] = src[3];
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}
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static void
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Redisplay(void)
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{
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GLfloat vec[4];
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* update light position */
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normalize(vec, lightPos);
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glLightfv(GL_LIGHT0, GL_POSITION, vec);
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if (pixelLight) {
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GLfloat vec[3];
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glUseProgram_func(program);
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normalize(vec, lightPos);
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glUniform3fv_func(uLightPos, 1, vec);
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glDisable(GL_LIGHTING);
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}
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else {
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glUseProgram_func(0);
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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glEnable(GL_LIGHTING);
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}
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@ -223,8 +225,6 @@ TestFunctions(void)
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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{
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GLfloat pos[3];
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glUniform3fv_func(uLightPos, 1, lightPos);
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glGetUniformfv_func(program, uLightPos, pos);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
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}
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@ -453,13 +453,13 @@ static void
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Init(void)
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{
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static const char *fragShaderText =
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"uniform vec3 lightPos;\n"
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"uniform vec4 diffuse;\n"
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"uniform vec4 specular;\n"
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"varying vec3 normal;\n"
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"void main() {\n"
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" // Compute dot product of light direction and normal vector\n"
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" float dotProd = max(dot(lightPos, normalize(normal)), 0.0);\n"
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" float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
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" normalize(normal)), 0.0);\n"
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" // Compute diffuse and specular contributions\n"
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" gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n"
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"}\n";
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@ -499,16 +499,17 @@ Init(void)
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CheckLink(program);
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glUseProgram_func(program);
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uLightPos = glGetUniformLocation_func(program, "lightPos");
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uDiffuse = glGetUniformLocation_func(program, "diffuse");
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uSpecular = glGetUniformLocation_func(program, "specular");
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uTexture = glGetUniformLocation_func(program, "texture");
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printf("LightPos %d DiffusePos %d SpecularPos %d TexturePos %d\n",
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uLightPos, uDiffuse, uSpecular, uTexture);
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printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
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uDiffuse, uSpecular, uTexture);
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glUniform4fv_func(uDiffuse, 1, diffuse);
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glUniform4fv_func(uSpecular, 1, specular);
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assert(glGetError() == 0);
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glUniform1i_func(uTexture, 2); /* use texture unit 2 */
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/*assert(glGetError() == 0);*/
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if (CoordAttrib) {
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int i;
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@ -561,6 +562,15 @@ Init(void)
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assert(glIsShader_func(vertShader));
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glColor3f(1, 0, 0);
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/* for testing state vars */
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{
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static GLfloat fc[4] = { 1, 1, 0, 0 };
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static GLfloat amb[4] = { 1, 0, 1, 0 };
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glFogfv(GL_FOG_COLOR, fc);
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glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
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}
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#if 0
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TestFunctions();
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#endif
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@ -602,3 +612,4 @@ main(int argc, char *argv[])
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return 0;
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}
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