From: Brian Date: Wed, 21 Feb 2007 22:57:55 +0000 (-0700) Subject: Use gl_LightSource[0].position intead of a light position uniform. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=917a5086b34a057c636eb498f38635080d1de1e3;p=mesa.git Use gl_LightSource[0].position intead of a light position uniform. --- diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c index a9e33e61823..2fa25a0adf4 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; } +