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authorBrian <brian@yutani.localnet.net>2007-02-21 15:57:55 -0700
committerBrian <brian@yutani.localnet.net>2007-02-21 15:57:55 -0700
commit917a5086b34a057c636eb498f38635080d1de1e3 (patch)
tree6c35d6e20420827597c871ab9271e72a42b82167 /progs
parent5d89b027ee6d36aa5fffc45a5d321cfb3b24cad3 (diff)
Use gl_LightSource[0].position intead of a light position uniform.
Diffstat (limited to 'progs')
-rw-r--r--progs/demos/fslight.c37
1 files changed, 24 insertions, 13 deletions
diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c
index a9e33e6182..2fa25a0adf 100644
--- a/progs/demos/fslight.c
+++ b/progs/demos/fslight.c
@@ -30,14 +30,13 @@ static char *VertProgFile = NULL;
static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
-static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
+static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
static GLfloat delta = 1.0f;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
-static GLint uLightPos;
static GLint uDiffuse;
static GLint uSpecular;
static GLint uTexture;
@@ -61,24 +60,27 @@ normalize(GLfloat *dst, const GLfloat *src)
dst[0] = src[0] / len;
dst[1] = src[1] / len;
dst[2] = src[2] / len;
+ dst[3] = src[3];
}
static void
Redisplay(void)
{
+ GLfloat vec[4];
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* update light position */
+ normalize(vec, lightPos);
+ glLightfv(GL_LIGHT0, GL_POSITION, vec);
if (pixelLight) {
- GLfloat vec[3];
glUseProgram_func(program);
- normalize(vec, lightPos);
- glUniform3fv_func(uLightPos, 1, vec);
glDisable(GL_LIGHTING);
}
else {
glUseProgram_func(0);
- glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHTING);
}
@@ -223,8 +225,6 @@ TestFunctions(void)
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
{
GLfloat pos[3];
- glUniform3fv_func(uLightPos, 1, lightPos);
- glGetUniformfv_func(program, uLightPos, pos);
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
}
@@ -453,13 +453,13 @@ static void
Init(void)
{
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"
+ " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
+ " normalize(normal)), 0.0);\n"
" // Compute diffuse and specular contributions\n"
" gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n"
"}\n";
@@ -499,16 +499,17 @@ Init(void)
CheckLink(program);
glUseProgram_func(program);
- uLightPos = glGetUniformLocation_func(program, "lightPos");
uDiffuse = glGetUniformLocation_func(program, "diffuse");
uSpecular = glGetUniformLocation_func(program, "specular");
uTexture = glGetUniformLocation_func(program, "texture");
- printf("LightPos %d DiffusePos %d SpecularPos %d TexturePos %d\n",
- uLightPos, uDiffuse, uSpecular, uTexture);
+ printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
+ uDiffuse, uSpecular, uTexture);
glUniform4fv_func(uDiffuse, 1, diffuse);
glUniform4fv_func(uSpecular, 1, specular);
+ assert(glGetError() == 0);
glUniform1i_func(uTexture, 2); /* use texture unit 2 */
+ /*assert(glGetError() == 0);*/
if (CoordAttrib) {
int i;
@@ -561,6 +562,15 @@ Init(void)
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
+
+ /* for testing state vars */
+ {
+ static GLfloat fc[4] = { 1, 1, 0, 0 };
+ static GLfloat amb[4] = { 1, 0, 1, 0 };
+ glFogfv(GL_FOG_COLOR, fc);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
+ }
+
#if 0
TestFunctions();
#endif
@@ -602,3 +612,4 @@ main(int argc, char *argv[])
return 0;
}
+