GLES1: Lighting and materials (renderer)
- Update test expectations
- Add gles1 sample app that shows simple lighting.
BUG=angleproject:2306
Change-Id: I545dcf860374abd9d628b0d554153cb634098f6d
Reviewed-on: https://chromium-review.googlesource.com/1065501
Commit-Queue: Lingfeng Yang <lfy@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/samples/BUILD.gn b/samples/BUILD.gn
index 61692bf..80043bf 100644
--- a/samples/BUILD.gn
+++ b/samples/BUILD.gn
@@ -185,6 +185,12 @@
]
}
+angle_sample("gles1_simple_lighting") {
+ sources = [
+ "gles1/SimpleLighting.cpp",
+ ]
+}
+
group("all") {
testonly = true
deps = [
diff --git a/samples/gles1/SimpleLighting.cpp b/samples/gles1/SimpleLighting.cpp
new file mode 100644
index 0000000..a97e8ca
--- /dev/null
+++ b/samples/gles1/SimpleLighting.cpp
@@ -0,0 +1,124 @@
+//
+// Copyright 2018 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Based on Hello_Triangle.c from
+// Book: OpenGL(R) ES 2.0 Programming Guide
+// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
+// ISBN-10: 0321502795
+// ISBN-13: 9780321502797
+// Publisher: Addison-Wesley Professional
+// URLs: http://safari.informit.com/9780321563835
+// http://www.opengles-book.com
+
+#include "SampleApplication.h"
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+
+#include <algorithm>
+
+class SimpleLightingSample : public SampleApplication
+{
+ public:
+ SimpleLightingSample(EGLint displayType)
+ : SampleApplication("SimpleLightingSample", 1280, 720, 1, 0, displayType)
+ {
+ }
+
+ virtual bool initialize()
+ {
+ glClearColor(0.4f, 0.3f, 0.2f, 1.0f);
+ mRotDeg = 0.0f;
+
+ return true;
+ }
+
+ virtual void destroy() {}
+
+ virtual void draw()
+ {
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glColor4f(0.2f, 0.6f, 0.8f, 1.0f);
+
+ GLfloat mat_ambient[] = {0.7f, 0.4f, 0.2f, 1.0f};
+ GLfloat mat_specular[] = {0.5f, 0.5f, 0.5f, 1.0f};
+ GLfloat mat_diffuse[] = {0.3f, 0.4f, 0.6f, 1.0f};
+ GLfloat lightpos[] = {0.0f, 1.0f, 0.0f, 0.0f};
+
+ GLfloat normals[] = {
+ -0.4f, 0.4f, -0.4f, -0.4f, -0.4f, -0.4f, 0.2f, 0.0f, -0.4f,
+
+ -0.4f, 0.4f, 0.4f, -0.4f, -0.4f, 0.4f, 0.2f, 0.0f, 0.4f,
+ };
+
+ GLfloat vertices[] = {
+ -0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f,
+
+ -0.5f, 0.5f, 0.3f, -0.5f, -0.5f, 0.3f, 0.5f, 0.0f, 0.3f,
+ };
+
+ GLuint indices[] = {
+ 0, 1, 2, 3, 4, 5,
+
+ 0, 4, 3, 4, 0, 1,
+
+ 4, 1, 2, 2, 5, 4,
+
+ 5, 2, 3, 3, 2, 0,
+ };
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+
+ for (int i = 0; i < 3; i++)
+ {
+ for (int j = 0; j < 3; j++)
+ {
+ glPushMatrix();
+
+ glTranslatef(-0.6f + i * 0.6f, -0.6f + j * 0.6f, 0.0f);
+
+ glRotatef(mRotDeg + (10.0f * (3.0f * i + j)), 0.0f, 1.0f, 0.0f);
+ glRotatef(20.0f + (20.0f * (3.0f * i + j)), 1.0f, 0.0f, 0.0f);
+ GLfloat scale = 0.5;
+ glScalef(scale, scale, scale);
+ glDrawElements(GL_TRIANGLES, 3 * 8, GL_UNSIGNED_INT, indices);
+
+ glPopMatrix();
+ }
+ }
+
+ mRotDeg += 0.03f;
+ }
+
+ private:
+ float mRotDeg;
+};
+
+int main(int argc, char **argv)
+{
+ EGLint displayType = EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
+
+ if (argc > 1)
+ {
+ displayType = GetDisplayTypeFromArg(argv[1]);
+ }
+
+ SimpleLightingSample app(displayType);
+ return app.run();
+}
diff --git a/src/libANGLE/GLES1Renderer.cpp b/src/libANGLE/GLES1Renderer.cpp
index 6d3e901..d43291e 100644
--- a/src/libANGLE/GLES1Renderer.cpp
+++ b/src/libANGLE/GLES1Renderer.cpp
@@ -85,27 +85,18 @@
}
}
+ // Matrices
{
angle::Mat4 proj = gles1State.mProjectionMatrices.back();
- if (mProgramState.projMatrixLoc != -1)
- {
- programObject->setUniformMatrix4fv(mProgramState.projMatrixLoc, 1, GL_FALSE,
- proj.data());
- }
+ setUniformMatrix4fv(programObject, mProgramState.projMatrixLoc, 1, GL_FALSE, proj.data());
angle::Mat4 modelview = gles1State.mModelviewMatrices.back();
- if (mProgramState.modelviewMatrixLoc != -1)
- {
- programObject->setUniformMatrix4fv(mProgramState.modelviewMatrixLoc, 1, GL_FALSE,
- modelview.data());
- }
+ setUniformMatrix4fv(programObject, mProgramState.modelviewMatrixLoc, 1, GL_FALSE,
+ modelview.data());
angle::Mat4 modelviewInvTr = modelview.transpose().inverse();
- if (mProgramState.modelviewInvTrLoc != -1)
- {
- programObject->setUniformMatrix4fv(mProgramState.modelviewInvTrLoc, 1, GL_FALSE,
- modelviewInvTr.data());
- }
+ setUniformMatrix4fv(programObject, mProgramState.modelviewInvTrLoc, 1, GL_FALSE,
+ modelviewInvTr.data());
Mat4Uniform *textureMatrixBuffer = uniformBuffers.textureMatrices.data();
@@ -115,13 +106,11 @@
memcpy(textureMatrixBuffer + i, textureMatrix.data(), sizeof(Mat4Uniform));
}
- if (mProgramState.textureMatrixLoc != -1)
- {
- programObject->setUniformMatrix4fv(mProgramState.textureMatrixLoc, 4, GL_FALSE,
- (float *)uniformBuffers.textureMatrices.data());
- }
+ setUniformMatrix4fv(programObject, mProgramState.textureMatrixLoc, kTexUnitCount, GL_FALSE,
+ (float *)uniformBuffers.textureMatrices.data());
}
+ // Texturing
{
std::array<GLint, kTexUnitCount> &tex2DEnables = uniformBuffers.tex2DEnables;
std::array<GLint, kTexUnitCount> &texCubeEnables = uniformBuffers.texCubeEnables;
@@ -151,23 +140,87 @@
!texCubeEnables[i] && (gles1State.isTextureTargetEnabled(i, TextureType::_2D));
}
- if (mProgramState.enableTexture2DLoc != -1)
+ setUniform1iv(programObject, mProgramState.enableTexture2DLoc, kTexUnitCount,
+ tex2DEnables.data());
+ setUniform1iv(programObject, mProgramState.enableTextureCubeMapLoc, kTexUnitCount,
+ texCubeEnables.data());
+ }
+
+ // Shading, materials, and lighting
+ {
+ setUniform1i(programObject, mProgramState.shadeModelFlatLoc,
+ gles1State.mShadeModel == ShadingModel::Flat);
+ setUniform1i(programObject, mProgramState.enableLightingLoc,
+ glState->getEnableFeature(GL_LIGHTING));
+ setUniform1i(programObject, mProgramState.enableRescaleNormalLoc,
+ glState->getEnableFeature(GL_RESCALE_NORMAL));
+ setUniform1i(programObject, mProgramState.enableNormalizeLoc,
+ glState->getEnableFeature(GL_NORMALIZE));
+ setUniform1i(programObject, mProgramState.enableColorMaterialLoc,
+ glState->getEnableFeature(GL_COLOR_MATERIAL));
+
+ const auto &material = gles1State.mMaterial;
+
+ setUniform4fv(programObject, mProgramState.materialAmbientLoc, 1, material.ambient.data());
+ setUniform4fv(programObject, mProgramState.materialDiffuseLoc, 1, material.diffuse.data());
+ setUniform4fv(programObject, mProgramState.materialSpecularLoc, 1,
+ material.specular.data());
+ setUniform4fv(programObject, mProgramState.materialEmissiveLoc, 1,
+ material.emissive.data());
+ setUniform1f(programObject, mProgramState.materialSpecularExponentLoc,
+ material.specularExponent);
+
+ const auto &lightModel = gles1State.mLightModel;
+
+ setUniform4fv(programObject, mProgramState.lightModelSceneAmbientLoc, 1,
+ lightModel.color.data());
+
+ // TODO (lfy@google.com): Implement two-sided lighting model
+ // gl->uniform1i(mProgramState.lightModelTwoSidedLoc, lightModel.twoSided);
+
+ for (int i = 0; i < kLightCount; i++)
{
- programObject->setUniform1iv(mProgramState.enableTexture2DLoc, kTexUnitCount,
- tex2DEnables.data());
- }
- if (mProgramState.enableTextureCubeMapLoc != -1)
- {
- programObject->setUniform1iv(mProgramState.enableTextureCubeMapLoc, kTexUnitCount,
- texCubeEnables.data());
+ const auto &light = gles1State.mLights[i];
+ uniformBuffers.lightEnables[i] = light.enabled;
+ memcpy(uniformBuffers.lightAmbients.data() + i, light.ambient.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightDiffuses.data() + i, light.diffuse.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightSpeculars.data() + i, light.specular.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightPositions.data() + i, light.position.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightDirections.data() + i, light.direction.data(),
+ sizeof(Vec3Uniform));
+ uniformBuffers.spotlightExponents[i] = light.spotlightExponent;
+ uniformBuffers.spotlightCutoffAngles[i] = light.spotlightCutoffAngle;
+ uniformBuffers.attenuationConsts[i] = light.attenuationConst;
+ uniformBuffers.attenuationLinears[i] = light.attenuationLinear;
+ uniformBuffers.attenuationQuadratics[i] = light.attenuationQuadratic;
}
- GLint flatShading = gles1State.mShadeModel == ShadingModel::Flat;
-
- if (mProgramState.shadeModelFlatLoc != -1)
- {
- programObject->setUniform1iv(mProgramState.shadeModelFlatLoc, 1, &flatShading);
- }
+ setUniform1iv(programObject, mProgramState.lightEnablesLoc, kLightCount,
+ uniformBuffers.lightEnables.data());
+ setUniform4fv(programObject, mProgramState.lightAmbientsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.lightAmbients.data());
+ setUniform4fv(programObject, mProgramState.lightDiffusesLoc, kLightCount,
+ (GLfloat *)uniformBuffers.lightDiffuses.data());
+ setUniform4fv(programObject, mProgramState.lightSpecularsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.lightSpeculars.data());
+ setUniform4fv(programObject, mProgramState.lightPositionsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.lightPositions.data());
+ setUniform3fv(programObject, mProgramState.lightDirectionsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.lightDirections.data());
+ setUniform1fv(programObject, mProgramState.lightSpotlightExponentsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.spotlightExponents.data());
+ setUniform1fv(programObject, mProgramState.lightSpotlightCutoffAnglesLoc, kLightCount,
+ (GLfloat *)uniformBuffers.spotlightCutoffAngles.data());
+ setUniform1fv(programObject, mProgramState.lightAttenuationConstsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.attenuationConsts.data());
+ setUniform1fv(programObject, mProgramState.lightAttenuationLinearsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.attenuationLinears.data());
+ setUniform1fv(programObject, mProgramState.lightAttenuationQuadraticsLoc, kLightCount,
+ (GLfloat *)uniformBuffers.attenuationQuadratics.data());
}
// None of those are changes in sampler, so there is no need to set the GL_PROGRAM dirty.
@@ -377,28 +430,53 @@
programObject->getUniformLocation(sscube.str().c_str());
}
- mProgramState.shadeModelFlatLoc = programObject->getUniformLocation("shade_model_flat");
-
mProgramState.enableTexture2DLoc = programObject->getUniformLocation("enable_texture_2d");
mProgramState.enableTextureCubeMapLoc =
programObject->getUniformLocation("enable_texture_cube_map");
+ mProgramState.shadeModelFlatLoc = programObject->getUniformLocation("shade_model_flat");
+ mProgramState.enableLightingLoc = programObject->getUniformLocation("enable_lighting");
+ mProgramState.enableRescaleNormalLoc =
+ programObject->getUniformLocation("enable_rescale_normal");
+ mProgramState.enableNormalizeLoc = programObject->getUniformLocation("enable_normalize");
+ mProgramState.enableColorMaterialLoc =
+ programObject->getUniformLocation("enable_color_material");
+
+ mProgramState.materialAmbientLoc = programObject->getUniformLocation("material_ambient");
+ mProgramState.materialDiffuseLoc = programObject->getUniformLocation("material_diffuse");
+ mProgramState.materialSpecularLoc = programObject->getUniformLocation("material_specular");
+ mProgramState.materialEmissiveLoc = programObject->getUniformLocation("material_emissive");
+ mProgramState.materialSpecularExponentLoc =
+ programObject->getUniformLocation("material_specular_exponent");
+
+ mProgramState.lightModelSceneAmbientLoc =
+ programObject->getUniformLocation("light_model_scene_ambient");
+ mProgramState.lightModelTwoSidedLoc =
+ programObject->getUniformLocation("light_model_two_sided");
+
+ mProgramState.lightEnablesLoc = programObject->getUniformLocation("light_enables");
+ mProgramState.lightAmbientsLoc = programObject->getUniformLocation("light_ambients");
+ mProgramState.lightDiffusesLoc = programObject->getUniformLocation("light_diffuses");
+ mProgramState.lightSpecularsLoc = programObject->getUniformLocation("light_speculars");
+ mProgramState.lightPositionsLoc = programObject->getUniformLocation("light_positions");
+ mProgramState.lightDirectionsLoc = programObject->getUniformLocation("light_directions");
+ mProgramState.lightSpotlightExponentsLoc =
+ programObject->getUniformLocation("light_spotlight_exponents");
+ mProgramState.lightSpotlightCutoffAnglesLoc =
+ programObject->getUniformLocation("light_spotlight_cutoff_angles");
+ mProgramState.lightAttenuationConstsLoc =
+ programObject->getUniformLocation("light_attenuation_consts");
+ mProgramState.lightAttenuationLinearsLoc =
+ programObject->getUniformLocation("light_attenuation_linears");
+ mProgramState.lightAttenuationQuadraticsLoc =
+ programObject->getUniformLocation("light_attenuation_quadratics");
+
glState->setProgram(context, programObject);
for (int i = 0; i < kTexUnitCount; i++)
{
-
- if (mProgramState.tex2DSamplerLocs[i] != -1)
- {
- GLint val = i;
- programObject->setUniform1iv(mProgramState.tex2DSamplerLocs[i], 1, &val);
- }
-
- if (mProgramState.texCubeSamplerLocs[i] != -1)
- {
- GLint val = i + kTexUnitCount;
- programObject->setUniform1iv(mProgramState.texCubeSamplerLocs[i], 1, &val);
- }
+ setUniform1i(programObject, mProgramState.tex2DSamplerLocs[i], i);
+ setUniform1i(programObject, mProgramState.texCubeSamplerLocs[i], i + kTexUnitCount);
}
glState->setObjectDirty(GL_PROGRAM);
@@ -407,4 +485,69 @@
return NoError();
}
+void GLES1Renderer::setUniform1i(Program *programObject, GLint loc, GLint value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1iv(loc, 1, &value);
+}
+
+void GLES1Renderer::setUniform1iv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLint *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1iv(loc, count, value);
+}
+
+void GLES1Renderer::setUniformMatrix4fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniformMatrix4fv(loc, count, transpose, value);
+}
+
+void GLES1Renderer::setUniform4fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform4fv(loc, count, value);
+}
+
+void GLES1Renderer::setUniform3fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform3fv(loc, count, value);
+}
+
+void GLES1Renderer::setUniform1f(Program *programObject, GLint loc, GLfloat value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1fv(loc, 1, &value);
+}
+
+void GLES1Renderer::setUniform1fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1fv(loc, count, value);
+}
+
} // namespace gl
diff --git a/src/libANGLE/GLES1Renderer.h b/src/libANGLE/GLES1Renderer.h
index b553ff3..4679a62 100644
--- a/src/libANGLE/GLES1Renderer.h
+++ b/src/libANGLE/GLES1Renderer.h
@@ -43,6 +43,8 @@
private:
using Mat4Uniform = float[16];
+ using Vec4Uniform = float[4];
+ using Vec3Uniform = float[3];
Shader *getShader(GLuint handle) const;
Program *getProgram(GLuint handle) const;
@@ -59,7 +61,20 @@
GLuint *programOut);
Error initializeRendererProgram(Context *context, State *glState);
+ void setUniform1i(Program *programObject, GLint loc, GLint value);
+ void setUniform1iv(Program *programObject, GLint loc, GLint count, const GLint *value);
+ void setUniformMatrix4fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniform4fv(Program *programObject, GLint loc, GLint count, const GLfloat *value);
+ void setUniform3fv(Program *programObject, GLint loc, GLint count, const GLfloat *value);
+ void setUniform1f(Program *programObject, GLint loc, GLfloat value);
+ void setUniform1fv(Program *programObject, GLint loc, GLint count, const GLfloat *value);
+
static constexpr int kTexUnitCount = 4;
+ static constexpr int kLightCount = 8;
static constexpr int kVertexAttribIndex = 0;
static constexpr int kNormalAttribIndex = 1;
@@ -79,13 +94,39 @@
GLint textureMatrixLoc;
GLint modelviewInvTrLoc;
- std::array<GLint, kTexUnitCount> tex2DSamplerLocs;
- std::array<GLint, kTexUnitCount> texCubeSamplerLocs;
-
+ // Shading, materials, and lighting
GLint shadeModelFlatLoc;
+ GLint enableLightingLoc;
+ GLint enableRescaleNormalLoc;
+ GLint enableNormalizeLoc;
+ GLint enableColorMaterialLoc;
+ GLint materialAmbientLoc;
+ GLint materialDiffuseLoc;
+ GLint materialSpecularLoc;
+ GLint materialEmissiveLoc;
+ GLint materialSpecularExponentLoc;
+
+ GLint lightModelSceneAmbientLoc;
+ GLint lightModelTwoSidedLoc;
+
+ GLint lightEnablesLoc;
+ GLint lightAmbientsLoc;
+ GLint lightDiffusesLoc;
+ GLint lightSpecularsLoc;
+ GLint lightPositionsLoc;
+ GLint lightDirectionsLoc;
+ GLint lightSpotlightExponentsLoc;
+ GLint lightSpotlightCutoffAnglesLoc;
+ GLint lightAttenuationConstsLoc;
+ GLint lightAttenuationLinearsLoc;
+ GLint lightAttenuationQuadraticsLoc;
+
+ // Texturing
GLint enableTexture2DLoc;
GLint enableTextureCubeMapLoc;
+ std::array<GLint, kTexUnitCount> tex2DSamplerLocs;
+ std::array<GLint, kTexUnitCount> texCubeSamplerLocs;
};
struct GLES1UniformBuffers
@@ -93,6 +134,19 @@
std::array<Mat4Uniform, kTexUnitCount> textureMatrices;
std::array<GLint, kTexUnitCount> tex2DEnables;
std::array<GLint, kTexUnitCount> texCubeEnables;
+
+ // Lighting
+ std::array<GLint, kLightCount> lightEnables;
+ std::array<Vec4Uniform, kLightCount> lightAmbients;
+ std::array<Vec4Uniform, kLightCount> lightDiffuses;
+ std::array<Vec4Uniform, kLightCount> lightSpeculars;
+ std::array<Vec4Uniform, kLightCount> lightPositions;
+ std::array<Vec3Uniform, kLightCount> lightDirections;
+ std::array<GLfloat, kLightCount> spotlightExponents;
+ std::array<GLfloat, kLightCount> spotlightCutoffAngles;
+ std::array<GLfloat, kLightCount> attenuationConsts;
+ std::array<GLfloat, kLightCount> attenuationLinears;
+ std::array<GLfloat, kLightCount> attenuationQuadratics;
};
GLES1UniformBuffers mUniformBuffers;
diff --git a/src/libANGLE/GLES1Shaders.inc b/src/libANGLE/GLES1Shaders.inc
index a468410..8f35cc8 100644
--- a/src/libANGLE/GLES1Shaders.inc
+++ b/src/libANGLE/GLES1Shaders.inc
@@ -25,6 +25,9 @@
uniform mat4 modelview_invtr;
uniform mat4 texture_matrix[4];
+uniform bool enable_rescale_normal;
+uniform bool enable_normalize;
+
out vec4 pos_varying;
out vec3 normal_varying;
out vec4 color_varying;
@@ -41,6 +44,20 @@
mat3 mvInvTr3 = mat3(modelview_invtr);
normal_varying = mvInvTr3 * normal;
+ if (enable_rescale_normal) {
+ float rescale = 1.0;
+ vec3 rescaleVec = vec3(mvInvTr3[2]);
+ float len = length(rescaleVec);
+ if (len > 0.0) {
+ rescale = 1.0 / len;
+ }
+ normal_varying *= rescale;
+ }
+
+ if (enable_normalize) {
+ normal_varying = normalize(normal_varying);
+ }
+
color_varying = color;
color_varying_flat = color;
pointsize_varying = pointsize;
@@ -145,10 +162,6 @@
uniform sampler2D tex_sampler3;
uniform samplerCube tex_cube_sampler3;
-// Global enables, alpha func, logic op ////////////////////////////////////////
-
-uniform bool shade_model_flat;
-
// Vertex attributes////////////////////////////////////////////////////////////
in vec4 pos_varying;
@@ -161,6 +174,33 @@
in vec4 texcoord2_varying;
in vec4 texcoord3_varying;
+// Shading: flat shading, lighting, and materials///////////////////////////////
+
+uniform bool shade_model_flat;
+uniform bool enable_lighting;
+uniform bool enable_color_material;
+
+uniform vec4 material_ambient;
+uniform vec4 material_diffuse;
+uniform vec4 material_specular;
+uniform vec4 material_emissive;
+uniform float material_specular_exponent;
+
+uniform vec4 light_model_scene_ambient;
+uniform bool light_model_two_sided;
+
+uniform bool light_enables[kMaxLights];
+uniform vec4 light_ambients[kMaxLights];
+uniform vec4 light_diffuses[kMaxLights];
+uniform vec4 light_speculars[kMaxLights];
+uniform vec4 light_positions[kMaxLights];
+uniform vec3 light_directions[kMaxLights];
+uniform float light_spotlight_exponents[kMaxLights];
+uniform float light_spotlight_cutoff_angles[kMaxLights];
+uniform float light_attenuation_consts[kMaxLights];
+uniform float light_attenuation_linears[kMaxLights];
+uniform float light_attenuation_quadratics[kMaxLights];
+
// Outgoing fragment////////////////////////////////////////////////////////////
out vec4 frag_color;
@@ -237,6 +277,100 @@
return getTextureColor(unit);
}
+float posDot(vec3 a, vec3 b) {
+ return max(dot(a, b), 0.0);
+}
+
+vec4 doLighting(vec4 currentFragment) {
+ vec4 materialAmbientActual = material_ambient;
+ vec4 materialDiffuseActual = material_diffuse;
+
+ if (enable_color_material || enable_texture_2d[0] || enable_texture_cube_map[0]) {
+ materialAmbientActual = currentFragment;
+ materialDiffuseActual = currentFragment;
+ }
+
+ vec4 lightingResult = material_emissive +
+ materialAmbientActual * light_model_scene_ambient;
+
+ for (int i = 0; i < kMaxLights; i++) {
+
+ if (!light_enables[i]) continue;
+
+ vec4 lightAmbient = light_ambients[i];
+ vec4 lightDiffuse = light_diffuses[i];
+ vec4 lightSpecular = light_speculars[i];
+ vec4 lightPos = light_positions[i];
+ vec3 lightDir = light_directions[i];
+ float attConst = light_attenuation_consts[i];
+ float attLinear = light_attenuation_linears[i];
+ float attQuadratic = light_attenuation_quadratics[i];
+ float spotAngle = light_spotlight_cutoff_angles[i];
+ float spotExponent = light_spotlight_exponents[i];
+
+ vec3 toLight;
+ if (lightPos.w == 0.0) {
+ toLight = lightPos.xyz;
+ } else {
+ toLight = (lightPos.xyz / lightPos.w - pos_varying.xyz);
+ }
+
+ float lightDist = length(toLight);
+ vec3 h = normalize(toLight) + vec3(0.0, 0.0, 1.0);
+ float ndotL = posDot(normal_varying, normalize(toLight));
+ float ndoth = posDot(normal_varying, normalize(h));
+
+ float specAtt;
+
+ if (ndotL != 0.0) {
+ specAtt = 1.0;
+ } else {
+ specAtt = 0.0;
+ }
+
+ float att;
+
+ if (lightPos.w != 0.0) {
+ float attDenom = (attConst + attLinear * lightDist +
+ attQuadratic * lightDist * lightDist);
+ att = 1.0 / attDenom;
+ } else {
+ att = 1.0;
+ }
+
+ float spot;
+
+ float spotAngleCos = cos(radians(spotAngle));
+ vec3 toSurfaceDir = -normalize(toLight);
+ float spotDot = posDot(toSurfaceDir, normalize(lightDir));
+
+ if (spotAngle == 180.0 || lightPos.w == 0.0) {
+ spot = 1.0;
+ } else {
+ if (spotDot < spotAngleCos) {
+ spot = 0.0;
+ } else {
+ spot = pow(spotDot, spotExponent);
+ }
+ }
+
+ vec4 contrib = materialAmbientActual * lightAmbient;
+ contrib += ndotL * materialDiffuseActual * lightDiffuse;
+ if (ndoth > 0.0 && material_specular_exponent > 0.0) {
+ contrib += specAtt * pow(ndoth, material_specular_exponent) *
+ material_specular * lightSpecular;
+ } else {
+ if (ndoth > 0.0) {
+ contrib += specAtt * material_specular * lightSpecular;
+ }
+ }
+ contrib *= att * spot;
+ lightingResult += contrib;
+ }
+
+ return lightingResult;
+}
+
)";
constexpr char kGLES1DrawFShaderMain[] = R"(
@@ -257,6 +391,10 @@
// Unit 0 only for now
currentFragment = getColor(0, vertex_color);
+ if (enable_lighting) {
+ currentFragment = doLighting(currentFragment);
+ }
+
frag_color = currentFragment;
}
)";
diff --git a/src/tests/gles1_conformance_tests/ConformanceTests.cpp b/src/tests/gles1_conformance_tests/ConformanceTests.cpp
index 895d3d9..930f3e8 100644
--- a/src/tests/gles1_conformance_tests/ConformanceTests.cpp
+++ b/src/tests/gles1_conformance_tests/ConformanceTests.cpp
@@ -137,19 +137,16 @@
TEST_P(GLES1ConformanceTest, AmbLight)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, AmbLightExec());
}
TEST_P(GLES1ConformanceTest, AmbMat)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, AmbMatExec());
}
TEST_P(GLES1ConformanceTest, AmbScene)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, AmbSceneExec());
}
@@ -161,13 +158,11 @@
TEST_P(GLES1ConformanceTest, AtnConst)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, AtnConstExec());
}
TEST_P(GLES1ConformanceTest, AtnPos)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, AtnPosExec());
}
@@ -193,7 +188,6 @@
TEST_P(GLES1ConformanceTest, Clip)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, ClipExec());
}
@@ -210,25 +204,21 @@
TEST_P(GLES1ConformanceTest, DifLight)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, DifLightExec());
}
TEST_P(GLES1ConformanceTest, DifMat)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, DifMatExec());
}
TEST_P(GLES1ConformanceTest, DifMatNorm)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, DifMatNormExec());
}
TEST_P(GLES1ConformanceTest, DifMatPos)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, DifMatPosExec());
}
@@ -245,7 +235,6 @@
TEST_P(GLES1ConformanceTest, EmitMat)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, EmitMatExec());
}
@@ -380,31 +369,26 @@
TEST_P(GLES1ConformanceTest, SpecExp)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpecExpExec());
}
TEST_P(GLES1ConformanceTest, SpecExpNorm)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpecExpNormExec());
}
TEST_P(GLES1ConformanceTest, SpecLight)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpecLightExec());
}
TEST_P(GLES1ConformanceTest, SpecMat)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpecMatExec());
}
TEST_P(GLES1ConformanceTest, SpecNorm)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpecNormExec());
}
@@ -420,19 +404,16 @@
TEST_P(GLES1ConformanceTest, SpotPos)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpotPosExec());
}
TEST_P(GLES1ConformanceTest, SpotExpPos)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpotExpPosExec());
}
TEST_P(GLES1ConformanceTest, SpotExpDir)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, SpotExpDirExec());
}
@@ -487,7 +468,6 @@
TEST_P(GLES1ConformanceTest, XFormNormal)
{
- ANGLE_SKIP_TEST_IF(true);
ASSERT_NE(CONFORMANCE_TEST_ERROR, XFormNormalExec());
}