set shader uniform variables for material properties
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fb1d90e168
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b2fdaedf70
@ -1,7 +1,9 @@
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uniform vec4 ambient, diffuse, specular;
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uniform float shininess;
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varying vec3 eye_pos_i;
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varying vec3 normal_i;
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varying vec4 diffuse_i;
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void main(void)
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{
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@ -10,7 +12,7 @@ void main(void)
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float NdotL, RdotEye;
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lightDir = vec3(-0.1, 0, -0.9);
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color = vec4(0.2, 0.2, 0.2, 1.0); /* ambient light */
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color = ambient; /* ambient light */
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n = normalize(normal_i);
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NdotL = max(dot(n, -lightDir), 0.0);
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@ -18,12 +20,12 @@ void main(void)
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if (NdotL > 0.0)
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{
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/* diffuse component */
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color += diffuse_i * NdotL;
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color += diffuse * NdotL;
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/* specular component */
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RdotEye = dot(normalize(eye_pos_i), normalize(reflect(-lightDir, n)));
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if (RdotEye > 0.0)
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{
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color += pow(RdotEye, 96.5);
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color += specular * pow(RdotEye, shininess);
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}
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}
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@ -1,16 +1,13 @@
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attribute vec3 pos;
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attribute vec3 color;
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attribute vec3 normal;
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varying vec3 eye_pos_i;
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varying vec3 normal_i;
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varying vec4 diffuse_i;
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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eye_pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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normal_i = gl_NormalMatrix * normal;
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diffuse_i = vec4(color, 1);
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}
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@ -40,6 +40,7 @@ private:
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bool m_dragging;
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float m_dist;
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GLuint m_program, m_vs, m_fs;
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GLint m_ambient_loc, m_diffuse_loc, m_specular_loc, m_shininess_loc;
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};
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char * loadFile(const char *fname)
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@ -193,6 +194,23 @@ Viewer::Viewer(const char * filename)
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exit(1);
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}
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m_ambient_loc = glGetUniformLocation(m_program, "ambient");
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m_diffuse_loc = glGetUniformLocation(m_program, "diffuse");
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m_specular_loc = glGetUniformLocation(m_program, "specular");
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m_shininess_loc = glGetUniformLocation(m_program, "shininess");
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if (m_ambient_loc < 0 || m_diffuse_loc < 0 || m_specular_loc < 0
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|| m_shininess_loc < 0)
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{
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cerr << "glGetUniformLocation() returned < 0" << endl;
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exit(1);
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}
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glUseProgram(m_program);
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glUniform4f(m_ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(m_diffuse_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(m_specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(m_shininess_loc, 85.0);
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/* Print out the object's size */
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const float * aabb = m_obj.getAABB();
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cout << "Object width: " << (aabb[3]-aabb[0]) << endl;
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@ -321,13 +339,13 @@ void Viewer::run()
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void Viewer::renderMaterial(const WFObj::Material & m)
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{
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if (m.flags & WFObj::Material::SHININESS_BIT)
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glMaterialf(GL_FRONT, GL_SHININESS, m.shininess);
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glUniform1f(m_shininess_loc, m.shininess);
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if (m.flags & WFObj::Material::AMBIENT_BIT)
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glMaterialfv(GL_FRONT, GL_AMBIENT, &m.ambient[0]);
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glUniform4fv(m_ambient_loc, 4, &m.ambient[0]);
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if (m.flags & WFObj::Material::DIFFUSE_BIT)
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glMaterialfv(GL_FRONT, GL_DIFFUSE, &m.diffuse[0]);
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glUniform4fv(m_diffuse_loc, 4, &m.ambient[0]);
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if (m.flags & WFObj::Material::SPECULAR_BIT)
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glMaterialfv(GL_FRONT, GL_SPECULAR, &m.specular[0]);
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glUniform4fv(m_specular_loc, 4, &m.ambient[0]);
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if (m.flags & WFObj::Material::TEXTURE_BIT)
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{
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cerr << "error: textured materials not implemented yet" << endl;
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