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occt/src/Shaders/DeclarationsImpl.glsl
kgv 1238134135 0024310: TKOpenGl - GLSL compatibility issues
Lights defintion clean up:
- remove duplicated enumeration TLightType (equals to Visual3d_TypeOfLightSource)
- remove unused fields from Graphic3d_CLight
- OpenGl_Light, reuse Graphic3d_CLight definition

Phong GLSL program:
- move out cumulative ambient light intencity from limited list of lights
- compatibility issues, replace array of structures (light sources, materials, clipping planes) with arrays of primitive types

New Draw Harness command vlight to alter light sources definition.

OpenGl_ShaderProgram::Initialize() - add missing Linker log
2013-11-05 10:19:58 +04:00

38 lines
2.2 KiB
GLSL

// This file includes implementation of common functions and properties accessors
// arrays of light sources
uniform ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
// light source properties accessors
int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
// material state
uniform vec4 occFrontMaterial[5];
uniform vec4 occBackMaterial[5];
// front material properties accessors
vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[0]; }
vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[1]; }
vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[2]; }
vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[3]; }
float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
// back material properties accessors
vec4 occBackMaterial_Emission(void) { return occBackMaterial[0]; }
vec4 occBackMaterial_Ambient(void) { return occBackMaterial[1]; }
vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[2]; }
vec4 occBackMaterial_Specular(void) { return occBackMaterial[3]; }
float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }