diff options
author | Michal Krol <[email protected]> | 2006-08-02 14:46:50 +0000 |
---|---|---|
committer | Michal Krol <[email protected]> | 2006-08-02 14:46:50 +0000 |
commit | 1616f5b621d5f3c24dc5a21673cccb0b4143df2a (patch) | |
tree | b8f548832235c3a1170e84f347795ec6a588c06f | |
parent | 7a7039157570f5d178077289f70091399fd57863 (diff) |
Change fragment shader to utilize faster vec4 operations.
-rw-r--r-- | progs/demos/arbfslight.c | 61 |
1 files changed, 38 insertions, 23 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c index 30332a3f641..374de568872 100644 --- a/progs/demos/arbfslight.c +++ b/progs/demos/arbfslight.c @@ -16,6 +16,7 @@ #include <stdio.h> #include <stdlib.h> +#include <math.h> #include <GL/gl.h> #include <GL/glut.h> #include <GL/glext.h> @@ -56,7 +57,16 @@ static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL; -static PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL; +static PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL; +static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL; + +static void normalize (GLfloat *dst, const GLfloat *src) +{ + GLfloat len = sqrtf (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); + dst[0] = src[0] / len; + dst[1] = src[1] / len; + dst[2] = src[2] / len; +} static void Redisplay (void) { @@ -64,8 +74,11 @@ static void Redisplay (void) if (pixelLight) { + GLfloat vec[3]; + glUseProgramObjectARB (program); - glUniform4fvARB (uLightPos, 1, lightPos); + normalize (vec, lightPos); + glUniform3fvARB (uLightPos, 1, vec); glDisable(GL_LIGHTING); } else @@ -186,24 +199,25 @@ static void SpecialKey (int key, int x, int y) static void Init (void) { - static const char *fragShaderText = - "uniform vec4 lightPos;\n" - "uniform vec4 diffuse;\n" - "uniform vec4 specular;\n" - "void main () {\n" - " // Compute dot product of light direction and normal vector\n" - " float dotProd;\n" - " dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n" - " // Compute diffuse and specular contributions\n" - " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" - "}\n" - ; - static const char *vertShaderText = - "void main () {\n" - " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n" - "}\n" - ; + static const char *fragShaderText = + "uniform vec3 lightPos;\n" + "uniform vec4 diffuse;\n" + "uniform vec4 specular;\n" + "varying vec3 normal;\n" + "void main () {\n" + " // Compute dot product of light direction and normal vector\n" + " float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n" + " // Compute diffuse and specular contributions\n" + " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" + "}\n" + ; + static const char *vertShaderText = + "varying vec3 normal;\n" + "void main () {\n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + " normal = gl_NormalMatrix * gl_Normal;\n" + "}\n" + ; if (!glutExtensionSupported ("GL_ARB_fragment_shader")) { @@ -234,7 +248,8 @@ static void Init (void) glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB"); glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB"); glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB"); - glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB"); + glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform3fvARB"); + glUniform4fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform4fvARB"); fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB); glShaderSourceARB (fragShader, 1, &fragShaderText, NULL); @@ -254,8 +269,8 @@ static void Init (void) uDiffuse = glGetUniformLocationARB (program, "diffuse"); uSpecular = glGetUniformLocationARB (program, "specular"); - glUniform4fvARB (uDiffuse, 1, diffuse); - glUniform4fvARB (uSpecular, 1, specular); + glUniform4fvARB (uDiffuse, 1, diffuse); + glUniform4fvARB (uSpecular, 1, specular); glClearColor (0.3f, 0.3f, 0.3f, 0.0f); glEnable (GL_DEPTH_TEST); |