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From: Ioannis T. <sp...@us...> - 2004-03-31 21:15:11
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3447 Modified Files: shaderFSH.fsh ShadersTest.java Log Message: Bugs fixed Index: ShadersTest.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/ShadersTest.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- ShadersTest.java 31 Mar 2004 17:43:46 -0000 1.2 +++ ShadersTest.java 31 Mar 2004 21:03:20 -0000 1.3 @@ -122,13 +122,11 @@ DisplayMode displayMode; - displayMode = chooseMode(modes, 1024, 768, 32); - if ( displayMode == null ) - displayMode = chooseMode(modes, 800, 600, 32); + displayMode = chooseMode(modes, 1024, 768); if ( displayMode == null ) - displayMode = chooseMode(modes, 1024, 768, 16); + displayMode = chooseMode(modes, 800, 600); if ( displayMode == null ) - displayMode = chooseMode(modes, 800, 600, 16); + displayMode = chooseMode(modes, 640, 480); if ( displayMode == null ) kill("Failed to set an appropriate display mode."); @@ -206,7 +204,7 @@ // Setup lighting for when we have fixed function fragment rendering. GL11.glShadeModel(GL11.GL_SMOOTH); - if (shader == null ) { + if ( shader == null ) { GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); } @@ -281,13 +279,13 @@ sphere.draw(1.0f, 32, 32); } - private static DisplayMode chooseMode(DisplayMode[] modes, int width, int height, int bpp) { + private static DisplayMode chooseMode(DisplayMode[] modes, int width, int height) { DisplayMode bestMode = null; for ( int i = 0; i < modes.length; i++ ) { DisplayMode mode = modes[i]; - if ( mode.width == width && mode.height == height && mode.bpp == bpp && mode.freq <= 85 ) { - if ( bestMode == null || bestMode.freq < mode.freq ) + if ( mode.width == width && mode.height == height && mode.freq <= 85 ) { + if ( bestMode == null || (mode.bpp >= bestMode.bpp && mode.freq > bestMode.freq) ) bestMode = mode; } } Index: shaderFSH.fsh =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/shaderFSH.fsh,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- shaderFSH.fsh 31 Mar 2004 17:43:46 -0000 1.2 +++ shaderFSH.fsh 31 Mar 2004 21:03:20 -0000 1.3 @@ -8,7 +8,7 @@ // Normalize position. // Multiply with current sin. - color2D.xy = normalize(color2D) * UNIFORMS.x; + color2D.xy = normalize(color2D).xy * UNIFORMS.x; // {-1..1} => {0..1} & Intensify colors. color2D.xy = (vec2(color2D) * 0.5 + 0.5) * 2.0; color2D.z = 1.0; |
|
From: Ioannis T. <sp...@us...> - 2004-03-31 17:55:36
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv26517 Modified Files: shaderFSH.fsh shaderFSH.vsh ShadersTest.java shaderVSH.vsh Log Message: Fixed bugs Index: ShadersTest.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/ShadersTest.java,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- ShadersTest.java 30 Mar 2004 23:25:17 -0000 1.1 +++ ShadersTest.java 31 Mar 2004 17:43:46 -0000 1.2 @@ -206,8 +206,10 @@ // Setup lighting for when we have fixed function fragment rendering. GL11.glShadeModel(GL11.GL_SMOOTH); - GL11.glEnable(GL11.GL_LIGHTING); - GL11.glEnable(GL11.GL_LIGHT0); + if (shader == null ) { + GL11.glEnable(GL11.GL_LIGHTING); + GL11.glEnable(GL11.GL_LIGHT0); + } vectorBuffer.clear(); vectorBuffer.put(1.0f).put(1.0f).put(1.0f).put(1.0f); Index: shaderFSH.fsh =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/shaderFSH.fsh,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- shaderFSH.fsh 30 Mar 2004 23:25:17 -0000 1.1 +++ shaderFSH.fsh 31 Mar 2004 17:43:46 -0000 1.2 @@ -5,7 +5,7 @@ void main(void) { // Offset window-space fragment position. vec3 color2D = vec3(gl_FragCoord + UNIFORMS.zwxx); - + // Normalize position. // Multiply with current sin. color2D.xy = normalize(color2D) * UNIFORMS.x; Index: shaderFSH.vsh =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/shaderFSH.vsh,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- shaderFSH.vsh 30 Mar 2004 23:25:17 -0000 1.1 +++ shaderFSH.vsh 31 Mar 2004 17:43:46 -0000 1.2 @@ -1,3 +1,5 @@ +uniform vec4 UNIFORMS; + varying vec2 dots; void main(void) { @@ -6,6 +8,6 @@ vec3 normal = gl_NormalMatrix * gl_Normal; // Pass the dot products to the fragment shader. - dots.x = max(dot(normal, gl_LightSource[0].position), 0.0); - dots.y = max(dot(normal, gl_LightSource[0].halfVector), 0.0); + dots.x = max(dot(normal, vec3(gl_LightSource[0].position)), 0.0); + dots.y = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0); } \ No newline at end of file Index: shaderVSH.vsh =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/shaders/shaderVSH.vsh,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- shaderVSH.vsh 30 Mar 2004 23:25:17 -0000 1.1 +++ shaderVSH.vsh 31 Mar 2004 17:43:46 -0000 1.2 @@ -5,8 +5,8 @@ vec3 normal = gl_NormalMatrix * gl_Normal; - float diffuseDot = max(dot(normal, gl_LightSource[0].position), 0.0); - float specularDot = max(dot(normal, gl_LightSource[0].halfVector), 0.0); + float diffuseDot = max(dot(normal, vec3(gl_LightSource[0].position)), 0.0); + float specularDot = max(dot(normal, vec3(gl_LightSource[0].halfVector)), 0.0); specularDot = pow(specularDot, UNIFORMS.y); // Normalize position, to get a {-1..1} value for each vertex. @@ -16,7 +16,7 @@ color3D = (color3D * 0.5 + 0.5) * 2.0; // Accumulate color contributions. - color3D = diffuseDot * color3D + gl_LightModel.ambient; - gl_FrontColor.rgb = specularDot * gl_LightSource[0].specular + color3D; + color3D = diffuseDot * color3D + vec3(gl_LightModel.ambient); + gl_FrontColor.rgb = specularDot * vec3(gl_LightSource[0].specular) + color3D; gl_FrontColor.a = 1.0; } \ No newline at end of file |