1 /***************************************************************************
2 *
3 * Copyright 2010,2011 BMW Car IT GmbH
4 *
5 *
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
9 *
10 * http://www.apache.org/licenses/LICENSE-2.0
11 *
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
17 *
18 ****************************************************************************/
19 #include "ShaderLighting.h"
20
21 const char* vertexShaderCode =
22 "attribute mediump vec4 a_vertex; \
23 uniform mediump mat4 u_modelMatrix; \
24 varying mediump vec4 v_normal; \
25 void main(void) \
26 { \
27 gl_Position = u_projectionMatrix * u_modelMatrix * a_vertex; \
28 v_normal = normalize(a_vertex); \
29 }";
30
31 const char* fragmentShaderCode =
32 "uniform mediump vec4 u_color; \
33 varying mediump vec4 v_normal; \
34 mediump vec4 lightPosition; \
35 void main (void) \
36 { \
37 lightPosition = normalize(vec4(-3.0, -5.0, 10.0, 1.0)); \
38 gl_FragColor = max(dot(v_normal, lightPosition), 0.0) * 0.5 * u_color + 0.8 * u_color; \
39 gl_FragColor.a = 1.0; \
40 }";
41
ShaderLighting(float * projectionMatrix)42 ShaderLighting::ShaderLighting(float* projectionMatrix)
43 : ShaderBase(vertexShaderCode, fragmentShaderCode, projectionMatrix)
44 {
45 glUseProgram(shaderProgramId);
46 m_uniformModelMatrix = glGetUniformLocation(shaderProgramId, "u_modelMatrix");
47 m_uniformColor = glGetUniformLocation(shaderProgramId, "u_color");
48 }
49
~ShaderLighting()50 ShaderLighting::~ShaderLighting()
51 {
52 }
53
use(vec3f * position,vec4f * color)54 void ShaderLighting::use(vec3f* position, vec4f* color)
55 {
56 ShaderBase::use(position, color);
57
58 float translation[16];
59 translation[0] = 1.0f;
60 translation[1] = 0.0f;
61 translation[2] = 0.0f;
62 translation[3] = 0.0f;
63
64 translation[4] = 0.0f;
65 translation[5] = 1.0f;
66 translation[6] = 0.0f;
67 translation[7] = 0.0f;
68
69 translation[8] = 0.0f;
70 translation[9] = 0.0f;
71 translation[10] = 1.0f;
72 translation[11] = 0.0f;
73
74 translation[12] = position->x;
75 translation[13] = position->y;
76 translation[14] = position->z;
77 translation[15] = 1.0f;
78
79 glUseProgram(shaderProgramId);
80 glUniformMatrix4fv(m_uniformModelMatrix, 1, GL_FALSE, translation);
81 glUniform4fv(m_uniformColor, 1, &color->r);
82
83 }
84