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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.10 by root, Thu Oct 21 21:30:34 2004 UTC vs.
Revision 1.67 by root, Wed Jan 25 22:52:26 2006 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
3 8#include "view.h"
4#include <cstdlib> 9#include "util.h"
5#include <cstring>
6
7#include <algorithm>
8
9namespace shader {
10
11 refcounted::~refcounted ()
12 {
13#if 0
14 if (refcnt)
15 abort ();
16#endif
17 }
18
19 const char str_float [] = "float";
20 const char str_float2 [] = "float2";
21 const char str_float3 [] = "float3";
22 const char str_float4 [] = "float4";
23 const char str_float4x4 [] = "float4x4";
24
25 static CGcontext cg_context = cgCreateContext ();
26
27 int var_i::next_name = 0;
28
29 var_i::var_i (CGtype cgtype, const char *typestr)
30 : typestr (typestr)
31 {
32 name = ++next_name;
33 param = cgCreateParameter (cg_context, cgtype);
34 }
35
36 var_i::~var_i ()
37 {
38 cgDestroyParameter (param);
39 }
40
41 void var_i::build_decl (ostringstream &b)
42 {
43 b << typestr << ' ' << "V" << name;
44 }
45
46 void uniform_i::build_decl (ostringstream &b)
47 {
48 b << "uniform " << typestr << ' ' << "V" << name;
49 }
50
51 void stream_i::build_decl (ostringstream &b)
52 {
53 b << typestr << ' ' << "V" << name;
54 b << " : " << binding;
55 }
56
57 void var_i::build (shader_builder &b)
58 {
59 b << "V" << name;
60 }
61
62 void uniform_i::build (shader_builder &b)
63 {
64 var_i::build (b);
65
66 if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ())
67 b.refs.push_back (*this);
68 }
69
70 void stream_i::build (shader_builder &b)
71 {
72 var_i::build (b);
73
74 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
75 b.streams.push_back (*this);
76 }
77
78 void temporary_i::build (shader_builder &b)
79 {
80 var_i::build (b);
81
82 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
83 b.temps.push_back (*this);
84 }
85
86 void fragment_const_string_i::build (shader_builder &b)
87 {
88 b << str;
89 }
90
91 struct vin vin;
92
93 // MUST update is-function below
94 varying_3f vin::position_3f ("POSITION");
95 varying_4f vin::position_4f ("POSITION");
96 varying_3f vin::normal_3f ("NORMAL");
97 varying_4f vin::normal_4f ("NORMAL");
98 varying_3f vin::color0_3f ("COLOR0");
99 varying_4f vin::color0_4f ("COLOR0");
100 varying_3f vin::color1_3f ("COLOR1");
101 varying_4f vin::color1_4f ("COLOR1");
102 varying_2f vin::texcoord0_2f ("TEXCOORD0");
103 varying_4f vin::texcoord0_4f ("TEXCOORD0");
104 varying_2f vin::texcoord1_2f ("TEXCOORD1");
105 varying_4f vin::texcoord1_4f ("TEXCOORD1");
106 varying_2f vin::texcoord2_2f ("TEXCOORD2");
107 varying_4f vin::texcoord2_4f ("TEXCOORD2");
108 varying_2f vin::texcoord3_2f ("TEXCOORD3");
109 varying_4f vin::texcoord3_4f ("TEXCOORD3");
110 varying_2f vin::texcoord4_2f ("TEXCOORD4");
111 varying_4f vin::texcoord4_4f ("TEXCOORD4");
112 varying_2f vin::texcoord5_2f ("TEXCOORD5");
113 varying_4f vin::texcoord5_4f ("TEXCOORD5");
114 varying_2f vin::texcoord6_2f ("TEXCOORD6");
115 varying_4f vin::texcoord6_4f ("TEXCOORD6");
116 varying_2f vin::texcoord7_2f ("TEXCOORD7");
117 varying_4f vin::texcoord7_4f ("TEXCOORD7");
118 varying_1f vin::psize_1f ("PSIZE");
119 varying_1f vin::attr6_1f ("ATTR6");
120 varying_1f vin::attr7_1f ("ATTR7");
121 varying_2f vin::attr6_2f ("ATTR6");
122 varying_2f vin::attr7_2f ("ATTR7");
123 varying_3f vin::attr6_3f ("ATTR6");
124 varying_3f vin::attr7_3f ("ATTR7");
125 varying_4f vin::attr6_4f ("ATTR6");
126 varying_4f vin::attr7_4f ("ATTR7");
127
128 bool vin::is (const var &r)
129 {
130 return r == vin::position_3f
131 || r == vin::position_4f
132 || r == vin::normal_3f
133 || r == vin::normal_4f
134 || r == vin::color0_3f
135 || r == vin::color0_4f
136 || r == vin::color1_3f
137 || r == vin::color1_4f
138 || r == vin::texcoord0_2f
139 || r == vin::texcoord0_4f
140 || r == vin::texcoord1_2f
141 || r == vin::texcoord1_4f
142 || r == vin::texcoord2_2f
143 || r == vin::texcoord2_4f
144 || r == vin::texcoord3_2f
145 || r == vin::texcoord3_4f
146 || r == vin::texcoord4_2f
147 || r == vin::texcoord4_4f
148 || r == vin::texcoord5_2f
149 || r == vin::texcoord5_4f
150 || r == vin::texcoord6_2f
151 || r == vin::texcoord6_4f
152 || r == vin::texcoord7_2f
153 || r == vin::texcoord7_4f
154 || r == vin::psize_1f
155 || r == vin::attr6_1f
156 || r == vin::attr7_1f
157 || r == vin::attr6_2f
158 || r == vin::attr7_2f
159 || r == vin::attr6_3f
160 || r == vin::attr7_3f
161 || r == vin::attr6_4f
162 || r == vin::attr7_4f;
163 }
164
165 struct fin fin;
166 struct fin &vout = fin;
167
168 // MUST update is-function below
169 varying_4f fin::position_4f ("HPOS");
170 varying_4f fin::color0_4f ("COLOR0");
171 varying_4f fin::color1_4f ("COLOR1");
172 varying_4f fin::texcoord0_4f ("TEXCOORD0");
173 varying_4f fin::texcoord1_4f ("TEXCOORD1");
174 varying_4f fin::texcoord2_4f ("TEXCOORD2");
175 varying_4f fin::texcoord3_4f ("TEXCOORD3");
176 varying_4f fin::texcoord4_4f ("TEXCOORD4");
177 varying_4f fin::texcoord5_4f ("TEXCOORD5");
178 varying_4f fin::texcoord6_4f ("TEXCOORD6");
179 varying_4f fin::texcoord7_4f ("TEXCOORD7");
180
181 bool fin::is (const var &r)
182 {
183 return r == fin::position_4f
184 || r == fin::color0_4f
185 || r == fin::color1_4f
186 || r == fin::texcoord0_4f
187 || r == fin::texcoord1_4f
188 || r == fin::texcoord2_4f
189 || r == fin::texcoord3_4f
190 || r == fin::texcoord4_4f
191 || r == fin::texcoord5_4f
192 || r == fin::texcoord6_4f
193 || r == fin::texcoord7_4f;
194 }
195
196 struct fout fout;
197
198 // MUST update is-function below
199 varying_4f fout::color0_4f ("COLOR0");
200 varying_3f fout::color0_3f ("COLOR0");
201 varying_4f fout::color1_4f ("COLOR1");
202 varying_3f fout::color1_3f ("COLOR1");
203 varying_1f fout::depth_1f ("DEPTH");
204
205 bool fout::is (const var &r)
206 {
207 return r == fout::color0_4f
208 || r == fout::color0_3f
209 || r == fout::color1_4f
210 || r == fout::color1_3f
211 || r == fout::depth_1f;
212 }
213
214 uniform_matrix_f_i mvp, mv, proj;
215
216 void fragment_vector_i::build (shader_builder &b)
217 {
218 for (vector<fragment>::iterator i = begin (); i != end (); i++)
219 (*i)->build (b);
220 }
221
222 void shader_program::print ()
223 {
224 shader_builder b;
225 build (b);
226 ostringstream os;
227
228 os << "void main (\n";
229 for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++)
230 {
231 os << " ";
232
233 if (is_vertex)
234 {
235 if (vin.is (*i)) os << "in ";
236 if (vout.is (*i)) os << "out ";
237 }
238 else
239 {
240 if (fin.is (*i)) os << "in ";
241 if (fout.is (*i)) os << "out ";
242 }
243
244 (*i)->build_decl (os);
245 os << ",\n";
246 }
247
248 for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++)
249 {
250 os << " ";
251 (*i)->build_decl (os);
252 os << ",\n";
253 }
254
255 os << " uniform float unused_cg_broken_syntax\n";
256 os << ")\n{\n";
257
258 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
259 {
260 (*i)->build_decl (os);
261 os << ";\n";
262 }
263
264 os << "\n";
265 os << b.source.str ();
266 os << "\n}\n";
267
268 printf ("%s\n", os.str ().c_str ());
269
270 }
271
272void debdebdebdebug ()//D
273{
274 vertex_program p;
275 temp_4f t1;
276
277 p << t1 << " = mul(" << vin.position_4f << "," << mvp << ");\n";
278 p << vout.position_4f << " = " << t1 << ";\n";
279
280 p.print ();
281 exit (0);
282}
283
284}
285
286material::~material ()
287{
288}
289
290void
291simple_material::begin ()
292{
293 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
294 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
295 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
296 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
297}
298
299void
300simple_material::end ()
301{
302}
303
304void
305osama_material::begin ()
306{
307 cgGLEnableProfile (vsh_profile);
308 cgGLEnableProfile (fsh_profile);
309 cgGLEnableTextureParameter (g_Texture);
310}
311
312void
313osama_material::end ()
314{
315 cgGLDisableTextureParameter (g_Texture);
316 // cgGLUnbindProgram (vsh_profile);
317 // cgGLUnbindProgram (fsh_profile);
318 cgGLDisableProfile (vsh_profile);
319 cgGLDisableProfile (fsh_profile);
320}
321 10
322GLuint 11GLuint
323texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags)
324{ 13{
325 GLuint textur; 14 GLuint name;
326 int w, h;
327 SDL_Surface *image; 15 SDL_Surface *image;
328 SDL_Rect area; 16 SDL_Rect area;
329 Uint32 saved_flags; 17 Uint32 saved_flags;
330 Uint8 saved_alpha; 18 Uint8 saved_alpha;
331 19
332 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
333 //w = power_of_two (surface->w);
334 //h = power_of_two (surface->h);
335 w = power_of_two (surface->w);
336 h = power_of_two (surface->h);
337 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
338 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
339 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
340 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
341 25
342 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
343#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
344 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
345#else 29#else
346 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
347#endif 31#endif
366 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
367 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
368 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
369 53
370 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
371 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
372 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
373 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
374 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
375 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE);
376 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
377 0, 61
378 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 if (flags & CLAMP)
63 {
64 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
65 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
66 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
67 }
68
379 SDL_FreeSurface (image); /* No longer needed */ 69 SDL_FreeSurface (image); /* No longer needed */
380 70
381 return textur; 71 return name;
382} 72}
383 73
384CGcontext cgc; 74material::~material ()
385
386void
387init_shaders ()
388{ 75{
389 cgc = cgCreateContext ();
390} 76}
391 77
78void material::enable (view &ctx)
79{
80 pass_data::matmap_t &matmap = ctx.pass->matmap;
81
82 pass_data::matmap_t::iterator i = matmap.find (this);
83
84 if (i == matmap.end ())
85 {
86 string vsh_src, fsh_src;
87
88 shader::shader_builder::start ();
89
90 if (ctx.pass->l)
91 ctx.pass->l->vsh ();
92
93 vsh (ctx);
94
95 // compute logarithmic depth - see the frustum matrix in view.C
96 {
97 using namespace shader::compile;
98
99 temp_1f lz;
100
101 // TODO: negative z is not calculated in an a very acceptable way
102 lz = z (vout.position);
103 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::vec4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
136}
137
138test_material::test_material ()
139//: tex ("textures/osama.jpg"), texvar (tex.name)
140: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142{
143}
144
145skybox_material::skybox_material ()
146: tex (0)
147{
148}
149
150void skybox_material::enable (view &ctx)
151{
152 material::enable (ctx);
153}
154
155void skybox_material::disable (view &ctx)
156{
157 material::disable (ctx);
158}
159
160static shader::varying_2f skybox_texcoord;
161
162void skybox_material::vsh (view &ctx)
163{
164 using namespace shader::compile;
165
166 std_vsh ();
167 skybox_texcoord = xy (vin.tex_coord[0]);
168}
169
170void skybox_material::fsh (view &ctx)
171{
172 using namespace shader::compile;
173
174 xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord));
175}
176
177void mat_timed::enable (view &ctx)
178{
179 material::enable (ctx);
180
181 time->set (timer::now);
182 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
183}
184
185void mat_timed::disable (view &ctx)
186{
187 material::disable (ctx);
188}
189
190void mat_timed::vsh (view &ctx)
191{
192 using namespace shader::compile;
193 std_vsh ();
194
195 if (ctx.pass->l)
196 f_normal = normal_matrix * vin.normal;
197}
198
199void mat_timed::fsh (view &ctx)
200{
201 using namespace shader::compile;
202
203 if (ctx.pass->l)
204 {
205 temp_1f fac;
206 temp_3f normal;
207
208 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
209
210 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
211
212 xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
213 }
214}
215
216void mat_gouraud_shaded::enable (view &ctx)
217{
218 material::enable (ctx);
219
220 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
221}
222
223void mat_gouraud_shaded::disable (view &ctx)
224{
225 material::disable (ctx);
226}
227
228void mat_gouraud_shaded::vsh (view &ctx)
229{
230 using namespace shader::compile;
231 std_vsh ();
232
233 if (ctx.pass->l)
234 f_normal = normal_matrix * vin.normal;
235}
236
237void mat_gouraud_shaded::fsh (view &ctx)
238{
239 using namespace shader::compile;
240
241 if (ctx.pass->l)
242 {
243 temp_1f fac;
244
245 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
246
247 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
248 }
249}
250
251static shader::varying_3f f_normal;
252
253void mat_debug::enable (view &ctx)
254{
255 material::enable (ctx);
256
257 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
258 glEnable (GL_BLEND);
259 glDepthMask (1);
260}
261
262void mat_debug::disable (view &ctx)
263{
264 material::disable (ctx);
265
266 glDisable (GL_BLEND);
267 glDepthMask (0);
268}
269
270void mat_debug::vsh (view &ctx)
271{
272 using namespace shader::compile;
273 std_vsh ();
274
275 if (ctx.pass->l)
276 f_normal = normal_matrix * vin.normal;
277}
278
279void mat_debug::fsh (view &ctx)
280{
281 using namespace shader::compile;
282
283 if (ctx.pass->l)
284 {
285 temp_1f fac;
286
287 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
288
289 xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.);
290 w (fout.frag_color) = 0.1;
291 }
292}
293
294static shader::varying_2f texcoord;
295static shader::varying_3f normal;
296
297void test_material::vsh (view &ctx)
298{
299 using namespace shader::compile;
300
301 std_vsh ();
302
303 if (ctx.pass->l)
304 {
305 texcoord = xy (vin.tex_coord[0]);
306 normal = normal_matrix * vin.normal;
307 }
308}
309
310void test_material::fsh (view &ctx)
311{
312 using namespace shader::compile;
313
314 if (ctx.pass->l)
315 {
316 temp_3f lc;
317 temp_1f fac;
318
319 temp_3f rot1, rot2, rot3;
320
321 yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F);
322
323 //rot1 = normal_matrix * rot1;
324
325 rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1));
326 rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1));
327
328 normal = mat3 (rot1, rot2, rot3) * normal;
329
330 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
331 fac = max (pow (max (fac, 0.0), 6), 0.3);
332 xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F)
333 * fac
334 * ctx.pass->l->sh_colour;
335 //xyz (fout.frag_color) = lc * fac;
336 }
337}
338
339void test_material::enable (view &ctx)
340{
341 material::enable (ctx);
342 texvar->enable ();
343 normvar->enable ();
344}
345
346void test_material::disable (view &ctx)
347{
348 normvar->disable ();
349 texvar->disable ();
350 material::disable (ctx);
351}
352
353test_material *testmat;
354mat_gouraud_shaded *testmat2;
355mat_timed *testmat3;
356mat_debug *debugmat;
357

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