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authorMichal Krol <[email protected]>2006-02-18 15:11:18 +0000
committerMichal Krol <[email protected]>2006-02-18 15:11:18 +0000
commit3654193a4d417560c90b4bbe47d8070919cdc348 (patch)
tree9c984f7fe482f9af08575d6b3338cd4128e5455c /progs/demos/arbfslight.c
parente94be8d5c0b28c4eecf8492cb07ae9dff9026ada (diff)
More GLSL code.
- general constructors allowed; - implement noise functions (from Stefan Gustavson - thanks!) - cosmetic stuff.
Diffstat (limited to 'progs/demos/arbfslight.c')
-rw-r--r--progs/demos/arbfslight.c49
1 files changed, 26 insertions, 23 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
index e5cfadc9916..2e91139bdd4 100644
--- a/progs/demos/arbfslight.c
+++ b/progs/demos/arbfslight.c
@@ -3,16 +3,28 @@
* simple per-pixel lighting.
*
* Michal Krol
- * 14 February 2006
+ * 17 February 2006
*
* Based on the original demo by:
* Brian Paul
* 17 April 2003
- */
+ */
+
+#ifdef WIN32
+#include <windows.h>
+#endif
#include <stdio.h>
-#include <stdlib.h>
+#include <stdlib.h>
+#include <GL/gl.h>
#include <GL/glut.h>
+#include <GL/glext.h>
+
+#ifdef WIN32
+#define GETPROCADDRESS wglGetProcAddress
+#else
+#define GETPROCADDRESS glutGetProcAddress
+#endif
static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
@@ -178,23 +190,15 @@ static void Init (void)
/* XXX source from uniform diffuse */
" vec4 diffuse;\n"
- " diffuse.xy = vec2 (0.5);\n"
- " diffuse.zw = vec2 (1.0);\n"
+ " diffuse = vec4 (0.5, 0.5, 1.0, 1.0);\n"
/* XXX source from uniform specular */
" vec4 specular;\n"
- " specular.xyz = vec3 (0.8);\n"
- " specular.w = 1.0;\n"
+ " specular = vec4 (0.8, 0.8, 0.8, 1.0);\n"
- " // Compute normalized light direction\n"
- " vec4 lightDir;\n"
- " lightDir = lightPos / length (lightPos);\n"
- " // Compute normalized normal\n"
- " vec4 normal;\n"
- " normal = gl_TexCoord[0] / length (gl_TexCoord[0]);\n"
" // Compute dot product of light direction and normal vector\n"
" float dotProd;\n"
- " dotProd = clamp (dot (lightDir.xyz, normal.xyz), 0.0, 1.0);\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"
@@ -202,8 +206,7 @@ static void Init (void)
static const char *vertShaderText =
"void main () {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0].xyz = gl_NormalMatrix * gl_Normal;\n"
- " gl_TexCoord[0].w = 1.0;\n"
+ " gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"
/* XXX source from uniform lightPos */
" gl_TexCoord[1] = gl_MultiTexCoord0;\n"
@@ -231,13 +234,13 @@ static void Init (void)
exit(1);
}
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glutGetProcAddress ("glCreateShaderObjectARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glutGetProcAddress ("glShaderSourceARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glutGetProcAddress ("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glCreateProgramObjectARB");
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glutGetProcAddress ("glAttachObjectARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glutGetProcAddress ("glLinkProgramARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glUseProgramObjectARB");
+ glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
+ glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
+ glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
+ glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
+ glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
+ glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
+ glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);