static void normalize (GLfloat *dst, const GLfloat *src)
{
- GLfloat len = sqrtf (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
+ GLfloat len = sqrt (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;
GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
GLfloat fps = frames / seconds;
printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
+ fflush(stdout);
t0 = t;
frames = 0;
}
" // 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"
+#if 1
" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+#elif 1 /* test IF/ELSE/ENDIF */
+ " if (normal.y > 0.0) { \n"
+ " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+ " } \n"
+ " else { \n"
+ " if (normal.x < 0.0) { \n"
+ " gl_FragColor = vec4(1, 0, 0, 0); \n"
+ " } \n"
+ " else { \n"
+ " gl_FragColor = vec4(1, 1, 0, 0); \n"
+ " } \n"
+ " } \n"
+#elif 1 /* test LOOP */
+ " while (1) { \n"
+ " if (normal.y >= 0.0) { \n"
+ " gl_FragColor = vec4(1, 0, 0, 0); \n"
+ " break; \n"
+ " } else { \n"
+ " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+ " break; \n"
+ " } \n"
+ " } \n"
+#endif
"}\n"
;
static const char *vertShaderText =