set transform shader matrix

This commit is contained in:
Josh Holtrop 2011-05-10 22:54:04 -04:00
parent b6a5821fae
commit 5adc26b089
3 changed files with 15 additions and 10 deletions

View File

@ -3,6 +3,6 @@
env = Environment(LIBS = ['GL'])
env.ParseConfig('sdl-config --cflags --libs')
sources = Glob('*.cc')
sources = [Glob('*.cc'), Glob('../glslUtil/*.c')]
env.Program('test', sources)

View File

@ -6,6 +6,7 @@
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
#include "../glslUtil/glslUtil.h"
using namespace std;
@ -27,11 +28,12 @@ const GLushort indices[] = {
0, 1, 2, 3, 4, 5
};
GLuint program, vs, fs, data_vbo, index_vbo;
GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc;
GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc, transform_loc;
enum Locations {
LOC_POSITION,
LOC_NORMAL
};
static guMatrix4x4 transform;
char * loadFile(const char *fname)
{
@ -131,15 +133,14 @@ bool init(int width, int height)
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
guMatrixLoadIdentity(&transform);
float near = 0.1;
float scale = near * 0.577 * 2;
float aspect = (float)width / (float)height;
glFrustum(-aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -1);
guMatrixFrustum(&transform, -aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
// guPerspective(&transform, 60, (float)width / (float)height, 0.1, 1000.0);
guMatrixTranslate(&transform, 0, 0, -1);
// guMatrixTranslate(&transform, 1, 0.3, 0);
vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
@ -174,12 +175,14 @@ bool init(int width, int height)
diffuse_loc = glGetUniformLocation(program, "diffuse");
specular_loc = glGetUniformLocation(program, "specular");
shininess_loc = glGetUniformLocation(program, "shininess");
transform_loc = glGetUniformLocation(program, "transform");
glUseProgram(program);
glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
glUniform1f(shininess_loc, 85.0);
glUniformMatrix4fv(transform_loc, 1, GL_TRUE, &transform[0][0]);
data_vbo = makeBuffer(GL_ARRAY_BUFFER, data, sizeof(data));
index_vbo = makeBuffer(GL_ELEMENT_ARRAY_BUFFER, indices, sizeof(indices));

View File

@ -1,4 +1,6 @@
uniform mat4 transform;
attribute vec3 pos;
attribute vec3 normal;
@ -7,7 +9,7 @@ varying vec3 normal_i;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
gl_Position = transform * vec4(pos, 1);
pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
normal_i = gl_NormalMatrix * normal;
normal_i = vec3(transform * vec4(normal, 0.0));
}