From 9a389d4bdb8026063034767e1599be975cb4e2f2 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 17 Feb 2004 17:59:59 +0000 Subject: [PATCH] define DO_FRAGMENT_FOG=1 to test fragment program fog option --- progs/demos/arbfplight.c | 29 ++++++++++++++++++++++++++++- 1 file changed, 28 insertions(+), 1 deletion(-) diff --git a/progs/demos/arbfplight.c b/progs/demos/arbfplight.c index f9112a39f20..369da2ab52c 100644 --- a/progs/demos/arbfplight.c +++ b/progs/demos/arbfplight.c @@ -41,6 +41,8 @@ static PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB_func; #define SPECULAR 2 #define LIGHTPOS 3 +/* Set to one to test ARB_fog_linear program option */ +#define DO_FRAGMENT_FOG 0 static void Redisplay( void ) @@ -179,6 +181,9 @@ static void Init( void ) /* Yes, this could be expressed more efficiently */ static const char *fragProgramText = "!!ARBfp1.0\n" +#if DO_FRAGMENT_FOG + "OPTION ARB_fog_linear; \n" +#endif "PARAM Diffuse = program.local[1]; \n" "PARAM Specular = program.local[2]; \n" "PARAM LightPos = program.local[3]; \n" @@ -197,7 +202,7 @@ static void Init( void ) "MUL normal, fragment.texcoord[0], len.y; \n" "# Compute dot product of light direction and normal vector\n" - "DP3 dotProd, lightDir, normal;" + "DP3 dotProd, lightDir, normal; \n" "MUL diffuseColor, Diffuse, dotProd; # diffuse attenuation\n" @@ -205,7 +210,13 @@ static void Init( void ) "MUL specularColor, Specular, specAtten.x; # specular attenuation\n" +#if DO_FRAGMENT_FOG + "# need to clamp color to [0,1] before fogging \n" + "ADD_SAT result.color, diffuseColor, specularColor; # add colors\n" +#else + "# clamping will be done after program's finished \n" "ADD result.color, diffuseColor, specularColor; # add colors\n" +#endif "END \n" ; @@ -228,6 +239,10 @@ static void Init( void ) "DP3 result.texcoord[0].z, norm, invModelview[2]; \n" "DP3 result.texcoord[0].w, norm, invModelview[3]; \n" +#if DO_FRAGMENT_FOG + "# compute fog coordinate\n" + "DP4 result.fogcoord, pos, modelviewProj[2]; \n" +#endif "END\n"; ; @@ -338,6 +353,18 @@ static void Init( void ) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0); +#if DO_FRAGMENT_FOG + { + /* Green-ish fog color */ + static const GLfloat fogColor[4] = {0.5, 1.0, 0.5, 0}; + glFogi(GL_FOG_MODE, GL_LINEAR); + glFogfv(GL_FOG_COLOR, fogColor); + glFogf(GL_FOG_START, 5.0); + glFogf(GL_FOG_END, 10.0); + glEnable(GL_FOG); + } +#endif + printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("Press p to toggle between per-pixel and per-vertex lighting\n"); } -- 2.30.2