// DiffuseLight.cpp // OpenGL SuperBible // Demonstrates simple diffuse lighting // Program by Richard S. Wright Jr. #include <GLTools.h> // OpenGL toolkit #include <GLMatrixStack.h> #include <GLFrame.h> #include <GLFrustum.h> #include <GLGeometryTransform.h> #include <StopWatch.h> #include <math.h> #ifdef __APPLE__ #include <glut/glut.h> #else #define FREEGLUT_STATIC #include <GL/glut.h> #endif GLFrame viewFrame; GLFrustum viewFrustum; GLTriangleBatch sphereBatch; GLMatrixStack modelViewMatrix; GLMatrixStack projectionMatrix; GLGeometryTransform transformPipeline; GLShaderManager shaderManager; GLuint ADSLightShader; // The diffuse light shader GLint locAmbient; // The location of the ambient color GLint locDiffuse; // The location of the diffuse color GLint locSpecular; // The location of the specular color GLint locLight; // The location of the Light in eye coordinates GLint locMVP; // The location of the ModelViewProjection matrix uniform GLint locMV; // The location of the ModelView matrix uniform GLint locNM; // The location of the Normal matrix uniform // This function does any needed initialization on the rendering // context. void SetupRC(void) { // Background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); shaderManager.InitializeStockShaders(); viewFrame.MoveForward(4.0f); // Make the sphere gltMakeSphere(sphereBatch, 1.0f, 26, 13); ADSLightShader = shaderManager.LoadShaderPairWithAttributes("ADSPhong.vp", "ADSPhong.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_NORMAL, "vNormal"); locAmbient = glGetUniformLocation(ADSLightShader, "ambientColor"); locDiffuse = glGetUniformLocation(ADSLightShader, "diffuseColor"); locSpecular = glGetUniformLocation(ADSLightShader, "specularColor"); locLight = glGetUniformLocation(ADSLightShader, "vLightPosition"); locMVP = glGetUniformLocation(ADSLightShader, "mvpMatrix"); locMV = glGetUniformLocation(ADSLightShader, "mvMatrix"); locNM = glGetUniformLocation(ADSLightShader, "normalMatrix"); } // Cleanup void ShutdownRC(void) { } // Called to draw scene void RenderScene(void) { static CStopWatch rotTimer; // Clear the window and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); modelViewMatrix.PushMatrix(viewFrame); modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f); GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f }; GLfloat vAmbientColor[] = { 0.1f, 0.1f, 0.1f, 1.0f }; GLfloat vDiffuseColor[] = { 0.0f, 0.0f, 1.0f, 1.0f }; GLfloat vSpecularColor[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glUseProgram(ADSLightShader); glUniform4fv(locAmbient, 1, vAmbientColor); glUniform4fv(locDiffuse, 1, vDiffuseColor); glUniform4fv(locSpecular, 1, vSpecularColor); glUniform3fv(locLight, 1, vEyeLight); glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix()); glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix()); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); } void ChangeSize(int w, int h) { // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 100.0f); projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); } /////////////////////////////////////////////////////////////////////////////// // Main entry point for GLUT based programs int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(800, 600); glutCreateWindow("ADS Lighting, Phong Shading"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); return 1; } SetupRC(); glutMainLoop(); ShutdownRC(); return 0; }