Freelancer

10-27-2005, 05:25 AM

For-next cycles?

Hi everyone!

Here's a little (part of) shader:

uniform int numLights // ?

void main()

{

....

// Light 0:

float LightAttenuation0 = clamp(1.0 - dot(g_light0Vec, g_light0Vec), 0.0, 1.0);

vec3 light0Vec = normalize(g_light0Vec);

float diffuse0 = clamp(dot(light0Vec, bump), 0.0, 1.0);

float specular0 = pow(clamp(dot(reflect(-viewVec, bump), light0Vec), 0.0, 1.0), 16.0);

float l0 = gl_LightSource[0].diffuse * (diffuse0 * base + 0.3 * specular0)

* LightAttenuation0;

// Light 1 (the same as for Light 0, just place 1 instead of 0):

float LightAttenuation1 = clamp(1.0 - dot(g_light1Vec, g_light1Vec), 0.0, 1.0);

vec3 light1Vec = normalize(g_light1Vec);

float diffuse1 = clamp(dot(light1Vec, bump), 0.0, 1.0);

float specular1 = pow(clamp(dot(reflect(-viewVec, bump), light1Vec), 0.0, 1.0), 16.0);

float l1 = gl_LightSource[1].diffuse * (diffuse1 * base + 0.3 * specular1)

* LightAttenuation1;

// Light 2 (the same as for Light 0, just place 2 instead of 0):

float LightAttenuation2 = clamp(1.0 - dot(g_light2Vec, g_light2Vec), 0.0, 1.0);

vec3 light2Vec = normalize(g_light2Vec);

float diffuse2 = clamp(dot(light2Vec, bump), 0.0, 1.0);

float specular2 = pow(clamp(dot(reflect(-viewVec, bump), light2Vec), 0.0, 1.0), 16.0);

float l2 = gl_LightSource[2].diffuse * (diffuse2 * base + 0.3 * specular2)

* LightAttenuation2;

// Result:

gl_FragColor = color_base * (l0 + l1 + l2);

}

Two questions here:

1) How can I avoid repeating code blocks for different lights? Can I use arrays(are there any in GLSL?) and for-cycles?

All I wish is to control the shader with numLights variable.

2) The result line:

gl_FragColor = color_base * (l0 + l1 + l2);

Is it ok to add light contribuitions that way?

Thanks in advance,

Dmitry.

Hi everyone!

Here's a little (part of) shader:

uniform int numLights // ?

void main()

{

....

// Light 0:

float LightAttenuation0 = clamp(1.0 - dot(g_light0Vec, g_light0Vec), 0.0, 1.0);

vec3 light0Vec = normalize(g_light0Vec);

float diffuse0 = clamp(dot(light0Vec, bump), 0.0, 1.0);

float specular0 = pow(clamp(dot(reflect(-viewVec, bump), light0Vec), 0.0, 1.0), 16.0);

float l0 = gl_LightSource[0].diffuse * (diffuse0 * base + 0.3 * specular0)

* LightAttenuation0;

// Light 1 (the same as for Light 0, just place 1 instead of 0):

float LightAttenuation1 = clamp(1.0 - dot(g_light1Vec, g_light1Vec), 0.0, 1.0);

vec3 light1Vec = normalize(g_light1Vec);

float diffuse1 = clamp(dot(light1Vec, bump), 0.0, 1.0);

float specular1 = pow(clamp(dot(reflect(-viewVec, bump), light1Vec), 0.0, 1.0), 16.0);

float l1 = gl_LightSource[1].diffuse * (diffuse1 * base + 0.3 * specular1)

* LightAttenuation1;

// Light 2 (the same as for Light 0, just place 2 instead of 0):

float LightAttenuation2 = clamp(1.0 - dot(g_light2Vec, g_light2Vec), 0.0, 1.0);

vec3 light2Vec = normalize(g_light2Vec);

float diffuse2 = clamp(dot(light2Vec, bump), 0.0, 1.0);

float specular2 = pow(clamp(dot(reflect(-viewVec, bump), light2Vec), 0.0, 1.0), 16.0);

float l2 = gl_LightSource[2].diffuse * (diffuse2 * base + 0.3 * specular2)

* LightAttenuation2;

// Result:

gl_FragColor = color_base * (l0 + l1 + l2);

}

Two questions here:

1) How can I avoid repeating code blocks for different lights? Can I use arrays(are there any in GLSL?) and for-cycles?

All I wish is to control the shader with numLights variable.

2) The result line:

gl_FragColor = color_base * (l0 + l1 + l2);

Is it ok to add light contribuitions that way?

Thanks in advance,

Dmitry.