/* * $RCSfile$ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in * the documentation and/or other materials provided with the * distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision$ * $Date$ * $State$ */ // A simple GLSL vertex program for handling 2 directional lights with // separate specular // GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here attribute vec4 glVertex; attribute vec3 glNormal; attribute vec4 glColor; // GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here uniform mat4 glModelViewMatrix; uniform mat4 glModelViewProjectionMatrix; uniform mat3 glNormalMatrix; uniform vec4 glLightModelambient; struct material { int lightEnabled; vec4 ambient; vec4 diffuse; vec4 emission; vec3 specular; float shininess; }; uniform material glFrontMaterial; struct lightSource { vec4 position; vec4 diffuse; vec4 specular; float constantAttenuation, linearAttenuation, quadraticAttenuation; float spotCutoff, spotExponent; vec3 spotDirection; }; uniform int numberOfLights; const int maxLights = 1; uniform lightSource glLightSource[maxLights]; //GL2ES2: varying color data needs to be defined varying vec4 glFrontColor; varying vec4 glFrontSecondaryColor; void directionalLight( in int i, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec3 specular) { // Normalized light direction and half vector // (shouldn't they be pre-normalized?!) //GL2ES2 notice not using the i parameter but hard coded to 0 vec3 lightDirection = normalize(vec3(glLightSource[0].position)); //GL2ES2: half vector must be calculated //vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); vec3 worldPos = vec3(glModelViewMatrix * glVertex); vec3 L = normalize(glLightSource[0].position.xyz - worldPos); vec3 V = vec3(0,0,1);//eye position vec3 halfVector = (L + V); float nDotVP; // normal . light_direction float nDotHV; // normal . light_half_vector float pf; // power factor nDotVP = max(0.0, dot(normal, lightDirection)); nDotHV = max(0.0, dot(normal, halfVector)); if (nDotVP == 0.0) { pf = 0.0; } else { pf = pow(nDotHV, glFrontMaterial.shininess); } ambient += glLightModelambient; diffuse += glLightSource[0].diffuse * nDotVP; specular += glFrontMaterial.specular * pf; } //GL2ES2: only a single light for now const int numEnabledLights = 1; // TODO: this should be a built-in parameter! void main() { //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; //vec3 ecPosition3 = ecPosition.xyz / ecPosition.w; // GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top) //vec3 tnorm = normalize(vec3(gl_NormalMatrix * gl_Normal)); vec3 tnorm = normalize(vec3(glNormalMatrix * glNormal)); vec4 amb = vec4(0.0); vec4 diff = vec4(0.0); vec3 spec = vec3(0.0); int i; // Transform the vertex // GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top) //vec4 outPosition = gl_ModelViewProjectionMatrix * gl_Vertex; vec4 outPosition = glModelViewProjectionMatrix * glVertex; for (i = 0; i < numEnabledLights; i++) { directionalLight(i, tnorm, amb, diff, spec); } //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) vec4 sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient; // Apply the result of the lighting equation vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterial.specular), 1.0); vec3 color0 = vec3(sceneColor + amb * glLightModelambient + diff * glFrontMaterial.diffuse); // Generate a pseudo-random noise pattern vec3 xyz = clamp((outPosition.xyz + 1.0) * 0.5, 0.0, 1.0); xyz = fract(xyz * 262144.0); float randSeed = fract(3.0 * xyz.x + 5.0 * xyz.y + 7.0 * xyz.z); vec3 altColor; randSeed = fract(37.0 * randSeed); altColor.x = randSeed * 0.5 + 0.5; randSeed = fract(37.0 * randSeed); altColor.y = randSeed * 0.5 + 0.5; randSeed = fract(37.0 * randSeed); altColor.z = randSeed * 0.5 + 0.5; randSeed = fract(37.0 * randSeed); float altAlpha = randSeed * 0.5; // Apply noise and output final vertex color vec4 outColor; outColor = vec4(mix(color0, altColor, altAlpha), 1.0); glFrontColor = outColor; glFrontSecondaryColor = outSecondaryColor; gl_Position = outPosition; }