/* * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement * simple per-pixel lighting. * * Michal Krol * 20 February 2006 * * Based on the original demo by: * Brian Paul * 17 April 2003 */ #include #include #include #include #include "glut_wrap.h" 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 delta = 1.0f; static GLhandleARB fragShader; static GLhandleARB vertShader; static GLhandleARB program; static GLint uLightPos; static GLint uDiffuse; static GLint uSpecular; static GLboolean anim = GL_TRUE; static GLboolean wire = GL_FALSE; static GLboolean pixelLight = GL_TRUE; static GLint t0 = 0; static GLint frames = 0; static GLfloat xRot = 0.0f, yRot = 0.0f; static void normalize(GLfloat * dst, const GLfloat * src) { 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; } static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (pixelLight) { GLfloat vec[3]; glUseProgramObjectARB(program); normalize(vec, lightPos); glUniform3fvARB(uLightPos, 1, vec); glDisable(GL_LIGHTING); } else { glUseProgramObjectARB(0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glEnable(GL_LIGHTING); } glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glutSolidSphere(2.0, 10, 5); glPopMatrix(); glutSwapBuffers(); frames++; if (anim) { GLint t = glutGet(GLUT_ELAPSED_TIME); if (t - t0 >= 5000) { 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; } } } static void Idle(void) { lightPos[0] += delta; if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) delta = -delta; glutPostRedisplay(); } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -15.0f); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch (key) { case ' ': case 'a': anim = !anim; if (anim) glutIdleFunc(Idle); else glutIdleFunc(NULL); break; case 'x': lightPos[0] -= 1.0f; break; case 'X': lightPos[0] += 1.0f; break; case 'w': wire = !wire; if (wire) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break; case 'p': pixelLight = !pixelLight; if (pixelLight) printf("Per-pixel lighting\n"); else printf("Conventional lighting\n"); break; case 27: exit(0); break; } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 3.0f; (void) x; (void) y; switch (key) { case GLUT_KEY_UP: xRot -= step; break; case GLUT_KEY_DOWN: xRot += step; break; case GLUT_KEY_LEFT: yRot -= step; break; case GLUT_KEY_RIGHT: yRot += step; break; } glutPostRedisplay(); } 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" " // Compute diffuse and specular contributions\n" " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n" "}\n"; static const char *vertShaderText = "varying vec3 normal;\n" "void main () {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " normal = gl_NormalMatrix * gl_Normal;\n" "}\n"; if (!glutExtensionSupported("GL_ARB_fragment_shader")) { printf("Sorry, this demo requires GL_ARB_fragment_shader\n"); exit(1); } if (!glutExtensionSupported("GL_ARB_shader_objects")) { printf("Sorry, this demo requires GL_ARB_shader_objects\n"); exit(1); } if (!glutExtensionSupported("GL_ARB_shading_language_100")) { printf("Sorry, this demo requires GL_ARB_shading_language_100\n"); exit(1); } if (!glutExtensionSupported("GL_ARB_vertex_shader")) { printf("Sorry, this demo requires GL_ARB_vertex_shader\n"); exit(1); } fragShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); glShaderSourceARB(fragShader, 1, &fragShaderText, NULL); glCompileShaderARB(fragShader); vertShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); glShaderSourceARB(vertShader, 1, &vertShaderText, NULL); glCompileShaderARB(vertShader); program = glCreateProgramObjectARB(); glAttachObjectARB(program, fragShader); glAttachObjectARB(program, vertShader); glLinkProgramARB(program); glUseProgramObjectARB(program); uLightPos = glGetUniformLocationARB(program, "lightPos"); uDiffuse = glGetUniformLocationARB(program, "diffuse"); uSpecular = glGetUniformLocationARB(program, "specular"); glUniform4fvARB(uDiffuse, 1, diffuse); glUniform4fvARB(uSpecular, 1, specular); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f); printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER)); printf("Press p to toggle between per-pixel and per-vertex lighting\n"); } int main(int argc, char *argv[]) { glutInitWindowSize(200, 200); glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Redisplay); if (anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }