Change fragment shader to utilize faster vec4 operations.
This commit is contained in:
+38
-23
@@ -16,6 +16,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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@@ -56,7 +57,16 @@ static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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static PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
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static PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
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static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL;
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static void normalize (GLfloat *dst, const GLfloat *src)
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{
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GLfloat len = sqrtf (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
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dst[0] = src[0] / len;
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dst[1] = src[1] / len;
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dst[2] = src[2] / len;
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}
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static void Redisplay (void)
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{
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@@ -64,8 +74,11 @@ static void Redisplay (void)
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if (pixelLight)
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{
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GLfloat vec[3];
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glUseProgramObjectARB (program);
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glUniform4fvARB (uLightPos, 1, lightPos);
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normalize (vec, lightPos);
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glUniform3fvARB (uLightPos, 1, vec);
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glDisable(GL_LIGHTING);
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}
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else
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@@ -186,24 +199,25 @@ static void SpecialKey (int key, int x, int y)
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static void Init (void)
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{
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static const char *fragShaderText =
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"uniform vec4 lightPos;\n"
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"uniform vec4 diffuse;\n"
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"uniform vec4 specular;\n"
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"void main () {\n"
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" // Compute dot product of light direction and normal vector\n"
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" float dotProd;\n"
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" dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"
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" // Compute diffuse and specular contributions\n"
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" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
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"}\n"
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;
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static const char *vertShaderText =
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"void main () {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"
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"}\n"
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;
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static const char *fragShaderText =
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"uniform vec3 lightPos;\n"
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"uniform vec4 diffuse;\n"
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"uniform vec4 specular;\n"
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"varying vec3 normal;\n"
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"void main () {\n"
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" // Compute dot product of light direction and normal vector\n"
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" float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
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" // Compute diffuse and specular contributions\n"
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" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
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"}\n"
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;
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static const char *vertShaderText =
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"varying vec3 normal;\n"
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"void main () {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" normal = gl_NormalMatrix * gl_Normal;\n"
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"}\n"
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;
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if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
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{
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@@ -234,7 +248,8 @@ static void Init (void)
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
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glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
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glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform3fvARB");
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glUniform4fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
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fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
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@@ -254,8 +269,8 @@ static void Init (void)
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uDiffuse = glGetUniformLocationARB (program, "diffuse");
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uSpecular = glGetUniformLocationARB (program, "specular");
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glUniform4fvARB (uDiffuse, 1, diffuse);
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glUniform4fvARB (uSpecular, 1, specular);
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glUniform4fvARB (uDiffuse, 1, diffuse);
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glUniform4fvARB (uSpecular, 1, specular);
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glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
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glEnable (GL_DEPTH_TEST);
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