set shader uniform variables for material properties

This commit is contained in:
Josh Holtrop 2011-05-05 13:33:48 -04:00
parent fb1d90e168
commit b2fdaedf70
3 changed files with 28 additions and 11 deletions

View File

@ -1,7 +1,9 @@
uniform vec4 ambient, diffuse, specular;
uniform float shininess;
varying vec3 eye_pos_i;
varying vec3 normal_i;
varying vec4 diffuse_i;
void main(void)
{
@ -10,7 +12,7 @@ void main(void)
float NdotL, RdotEye;
lightDir = vec3(-0.1, 0, -0.9);
color = vec4(0.2, 0.2, 0.2, 1.0); /* ambient light */
color = ambient; /* ambient light */
n = normalize(normal_i);
NdotL = max(dot(n, -lightDir), 0.0);
@ -18,12 +20,12 @@ void main(void)
if (NdotL > 0.0)
{
/* diffuse component */
color += diffuse_i * NdotL;
color += diffuse * NdotL;
/* specular component */
RdotEye = dot(normalize(eye_pos_i), normalize(reflect(-lightDir, n)));
if (RdotEye > 0.0)
{
color += pow(RdotEye, 96.5);
color += specular * pow(RdotEye, shininess);
}
}

View File

@ -1,16 +1,13 @@
attribute vec3 pos;
attribute vec3 color;
attribute vec3 normal;
varying vec3 eye_pos_i;
varying vec3 normal_i;
varying vec4 diffuse_i;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
eye_pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
normal_i = gl_NormalMatrix * normal;
diffuse_i = vec4(color, 1);
}

View File

@ -40,6 +40,7 @@ private:
bool m_dragging;
float m_dist;
GLuint m_program, m_vs, m_fs;
GLint m_ambient_loc, m_diffuse_loc, m_specular_loc, m_shininess_loc;
};
char * loadFile(const char *fname)
@ -193,6 +194,23 @@ Viewer::Viewer(const char * filename)
exit(1);
}
m_ambient_loc = glGetUniformLocation(m_program, "ambient");
m_diffuse_loc = glGetUniformLocation(m_program, "diffuse");
m_specular_loc = glGetUniformLocation(m_program, "specular");
m_shininess_loc = glGetUniformLocation(m_program, "shininess");
if (m_ambient_loc < 0 || m_diffuse_loc < 0 || m_specular_loc < 0
|| m_shininess_loc < 0)
{
cerr << "glGetUniformLocation() returned < 0" << endl;
exit(1);
}
glUseProgram(m_program);
glUniform4f(m_ambient_loc, 0.2, 0.2, 0.2, 1.0);
glUniform4f(m_diffuse_loc, 1.0, 1.0, 1.0, 1.0);
glUniform4f(m_specular_loc, 1.0, 1.0, 1.0, 1.0);
glUniform1f(m_shininess_loc, 85.0);
/* Print out the object's size */
const float * aabb = m_obj.getAABB();
cout << "Object width: " << (aabb[3]-aabb[0]) << endl;
@ -321,13 +339,13 @@ void Viewer::run()
void Viewer::renderMaterial(const WFObj::Material & m)
{
if (m.flags & WFObj::Material::SHININESS_BIT)
glMaterialf(GL_FRONT, GL_SHININESS, m.shininess);
glUniform1f(m_shininess_loc, m.shininess);
if (m.flags & WFObj::Material::AMBIENT_BIT)
glMaterialfv(GL_FRONT, GL_AMBIENT, &m.ambient[0]);
glUniform4fv(m_ambient_loc, 4, &m.ambient[0]);
if (m.flags & WFObj::Material::DIFFUSE_BIT)
glMaterialfv(GL_FRONT, GL_DIFFUSE, &m.diffuse[0]);
glUniform4fv(m_diffuse_loc, 4, &m.ambient[0]);
if (m.flags & WFObj::Material::SPECULAR_BIT)
glMaterialfv(GL_FRONT, GL_SPECULAR, &m.specular[0]);
glUniform4fv(m_specular_loc, 4, &m.ambient[0]);
if (m.flags & WFObj::Material::TEXTURE_BIT)
{
cerr << "error: textured materials not implemented yet" << endl;