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1 | #include <cstdlib> |
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2 | #include <cstring> |
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3 | |
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4 | #include <algorithm> |
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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> |
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6 | |
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7 | #include <algorithm> |
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8 | |
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9 | namespace shader { |
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10 | |
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11 | refcounted::~refcounted () |
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12 | { |
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13 | #if 0 |
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14 | if (refcnt) |
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15 | abort (); |
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16 | #endif |
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17 | } |
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18 | |
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19 | const char str_float [] = "float"; |
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20 | const char str_vec2 [] = "vec2"; |
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21 | const char str_vec3 [] = "vec3"; |
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22 | const char str_vec4 [] = "vec4"; |
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23 | const char str_mat2 [] = "mat2"; |
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24 | const char str_mat3 [] = "mat3"; |
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25 | const char str_mat4 [] = "mat4"; |
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26 | |
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27 | const char str_sampler_1d [] = "sampler1D"; |
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28 | const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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29 | const char str_sampler_2d [] = "sampler2D"; |
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30 | const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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31 | const char str_sampler_2d_rect [] = "sampler2DRect"; |
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32 | const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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33 | const char str_sampler_3d [] = "sampler3D"; |
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34 | const char str_sampler_3d_rect [] = "sampler3DRect"; |
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35 | const char str_sampler_cube [] = "samplerCube"; |
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36 | |
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37 | static CGcontext cg_context = cgCreateContext (); |
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38 | |
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39 | int var_i::next_name = 0; |
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40 | |
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41 | var_i::var_i (CGtype cgtype, const char *typestr) |
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42 | : typestr (typestr) |
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43 | { |
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44 | name = ++next_name; |
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45 | param = cgCreateParameter (cg_context, cgtype); |
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46 | } |
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47 | |
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48 | var_i::~var_i () |
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49 | { |
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50 | cgDestroyParameter (param); |
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51 | } |
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52 | |
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53 | void var_i::build_decl (ostringstream &b) |
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54 | { |
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55 | b << typestr << ' ' << "V" << name; |
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56 | } |
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57 | |
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58 | void uniform_i::build_decl (ostringstream &b) |
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59 | { |
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60 | b << "uniform " << typestr << ' ' << "V" << name; |
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61 | } |
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62 | |
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63 | void stream_i::build_decl (ostringstream &b) |
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64 | { |
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65 | b << typestr << ' ' << binding; |
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66 | } |
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67 | |
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68 | void var_i::build (shader_builder &b) |
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69 | { |
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70 | b << "V" << name; |
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71 | } |
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72 | |
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73 | void uniform_i::build (shader_builder &b) |
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74 | { |
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75 | var_i::build (b); |
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76 | |
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77 | if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
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78 | b.refs.push_back (*this); |
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79 | } |
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80 | |
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81 | void stream_i::build (shader_builder &b) |
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82 | { |
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83 | b << binding; |
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84 | |
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85 | if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
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86 | b.streams.push_back (*this); |
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87 | } |
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88 | |
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89 | void temporary_i::build (shader_builder &b) |
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90 | { |
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91 | var_i::build (b); |
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92 | |
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93 | if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
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94 | b.temps.push_back (*this); |
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95 | } |
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96 | |
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97 | void fragment_const_string_i::build (shader_builder &b) |
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98 | { |
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99 | b << str; |
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100 | } |
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101 | |
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102 | struct vin vin; |
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103 | |
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104 | // MUST update is-function below |
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105 | varying_3f vin::position_3f ("gl_Vertex"); |
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106 | varying_4f vin::position_4f ("gl_Vertex"); |
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107 | varying_3f vin::normal_3f ("gl_Normal"); |
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108 | varying_3f vin::color_3f ("gl_Color"); |
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109 | varying_4f vin::color_4f ("gl_Color"); |
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110 | varying_3f vin::color2_3f ("gl_SecondaryColor"); |
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111 | varying_4f vin::color2_4f ("gl_SecondaryColor"); |
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112 | varying_1f vin::texcoord_1f[8] = |
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113 | { |
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114 | varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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115 | varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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116 | }; |
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117 | varying_2f vin::texcoord_2f[8] = |
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118 | { |
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119 | varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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120 | varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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121 | }; |
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122 | varying_3f vin::texcoord_3f[8] = |
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123 | { |
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124 | varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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125 | varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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126 | }; |
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127 | varying_4f vin::texcoord_4f[8] = |
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128 | { |
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129 | varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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130 | varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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131 | }; |
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132 | varying_1f vin::psize_1f ("PSIZE"); |
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133 | |
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134 | bool vin::is (const var &r) |
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135 | { |
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136 | return r == vin::position_3f |
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137 | || r == vin::position_4f |
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138 | || r == vin::normal_3f |
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139 | || r == vin::color_3f |
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140 | || r == vin::color_4f |
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141 | || r == vin::color2_3f |
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142 | || r == vin::color2_4f |
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143 | || r == vin::texcoord_1f[0] || r == vin::texcoord_1f[1] || r == vin::texcoord_1f[2] || r == vin::texcoord_1f[3] |
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144 | || r == vin::texcoord_1f[4] || r == vin::texcoord_1f[5] || r == vin::texcoord_1f[6] || r == vin::texcoord_1f[7] |
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145 | || r == vin::texcoord_2f[0] || r == vin::texcoord_2f[1] || r == vin::texcoord_2f[2] || r == vin::texcoord_2f[3] |
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146 | || r == vin::texcoord_2f[4] || r == vin::texcoord_2f[5] || r == vin::texcoord_2f[6] || r == vin::texcoord_2f[7] |
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147 | || r == vin::texcoord_3f[0] || r == vin::texcoord_3f[1] || r == vin::texcoord_3f[2] || r == vin::texcoord_3f[3] |
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148 | || r == vin::texcoord_3f[4] || r == vin::texcoord_3f[5] || r == vin::texcoord_3f[6] || r == vin::texcoord_3f[7] |
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149 | || r == vin::texcoord_4f[0] || r == vin::texcoord_4f[1] || r == vin::texcoord_4f[2] || r == vin::texcoord_4f[3] |
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150 | || r == vin::texcoord_4f[4] || r == vin::texcoord_4f[5] || r == vin::texcoord_4f[6] || r == vin::texcoord_4f[7]; |
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151 | } |
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152 | |
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153 | struct fin fin; |
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154 | struct fin &vout = fin; |
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155 | |
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156 | // MUST update is-function below |
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157 | varying_4f fin::position_4f ("gl_Position"); |
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158 | varying_4f fin::color_4f ("gl_Color"); |
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159 | varying_4f fin::color2_4f ("gl_SecondaryColor"); |
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160 | varying_4f fin::texcoord_4f[8] = |
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161 | { |
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162 | varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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163 | varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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164 | }; |
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165 | |
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166 | bool fin::is (const var &r) |
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167 | { |
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168 | return r == fin::position_4f |
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169 | || r == fin::color_4f |
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170 | || r == fin::color2_4f |
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171 | || r == fin::texcoord_4f[0] |
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172 | || r == fin::texcoord_4f[1] |
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173 | || r == fin::texcoord_4f[2] |
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174 | || r == fin::texcoord_4f[3] |
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175 | || r == fin::texcoord_4f[4] |
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176 | || r == fin::texcoord_4f[5] |
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177 | || r == fin::texcoord_4f[6] |
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178 | || r == fin::texcoord_4f[7]; |
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179 | } |
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180 | |
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181 | struct fout fout; |
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182 | |
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183 | // MUST update is-function below |
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184 | varying_4f fout::color_4f ("gl_FragColor"); |
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185 | varying_1f fout::depth_1f ("gl_FragDepth"); |
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186 | |
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187 | bool fout::is (const var &r) |
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188 | { |
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189 | return r == fout::color_4f |
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190 | || r == fout::depth_1f; |
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191 | } |
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192 | |
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193 | uniform_matrix_4f mvp, mv, proj; |
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194 | |
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195 | void fragment_vector_i::build (shader_builder &b) |
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196 | { |
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197 | for (vector<fragment>::iterator i = begin (); i != end (); i++) |
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198 | (*i)->build (b); |
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199 | } |
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200 | |
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201 | void shader_program::print () |
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202 | { |
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203 | shader_builder b; |
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204 | build (b); |
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205 | ostringstream os; |
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206 | |
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207 | for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
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208 | { |
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209 | (*i)->build_decl (os); |
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210 | os << ";\n"; |
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211 | } |
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212 | |
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213 | #if 0 |
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214 | // not neccessary right now, as GLSL is rich on predefinitions |
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215 | for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
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216 | { |
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217 | if (vout.is (*i) || fout.is (*i)) |
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218 | os << "varying "; |
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219 | else if (vin.is (*i)) |
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220 | os << "attribute "; |
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221 | |
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222 | (*i)->build_decl (os); |
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223 | os << ";\n"; |
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224 | } |
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225 | #endif |
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226 | |
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227 | os << "\nvoid main ()\n{\n"; |
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228 | |
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229 | for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
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230 | { |
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231 | (*i)->build_decl (os); |
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232 | os << ";\n"; |
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233 | } |
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234 | |
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235 | os << "\n"; |
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236 | os << b.source.str (); |
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237 | os << "\n}\n"; |
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238 | |
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239 | printf ("%s\n", os.str ().c_str ()); |
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240 | |
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241 | } |
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242 | |
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243 | void debdebdebdebug ()//D |
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244 | { |
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245 | vertex_program p; |
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246 | temp_4f t1, t2; |
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247 | sampler_2d s2d (1); |
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248 | |
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249 | p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n"; |
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250 | p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n"; |
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251 | p << vout.position_4f << " = " << t1 << ";\n"; |
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252 | |
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253 | p.print (); |
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254 | exit (0); |
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255 | } |
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256 | |
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257 | } |
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258 | |
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259 | material::~material () |
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260 | { |
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261 | } |
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262 | |
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263 | void |
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264 | simple_material::begin () |
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265 | { |
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266 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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267 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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268 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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269 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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270 | } |
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271 | |
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272 | void |
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273 | simple_material::end () |
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274 | { |
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275 | } |
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276 | |
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277 | void |
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278 | osama_material::begin () |
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279 | { |
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280 | cgGLEnableProfile (vsh_profile); |
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281 | cgGLEnableProfile (fsh_profile); |
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282 | cgGLEnableTextureParameter (g_Texture); |
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283 | } |
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284 | |
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285 | void |
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286 | osama_material::end () |
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287 | { |
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288 | cgGLDisableTextureParameter (g_Texture); |
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289 | // cgGLUnbindProgram (vsh_profile); |
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290 | // cgGLUnbindProgram (fsh_profile); |
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291 | cgGLDisableProfile (vsh_profile); |
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292 | cgGLDisableProfile (fsh_profile); |
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293 | } |
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294 | |
10 | |
295 | GLuint |
11 | GLuint |
296 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
297 | { |
13 | { |
298 | GLuint textur; |
14 | GLuint name; |
299 | int w, h; |
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300 | SDL_Surface *image; |
15 | SDL_Surface *image; |
301 | SDL_Rect area; |
16 | SDL_Rect area; |
302 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
303 | Uint8 saved_alpha; |
18 | Uint8 saved_alpha; |
304 | |
19 | |
305 | /* Use the surface width and height expanded to powers of 2 */ |
20 | /* Use the surface width and height expanded to powers of 2 */ |
306 | //w = power_of_two (surface->w); |
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307 | //h = power_of_two (surface->h); |
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308 | w = power_of_two (surface->w); |
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309 | h = power_of_two (surface->h); |
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310 | tex2oord[0] = 0.0f; /* Min X */ |
21 | tex2oord[0] = 0.F; /* Min X */ |
311 | tex2oord[1] = 0.0f; /* Min Y */ |
22 | tex2oord[1] = 0.F; /* Min Y */ |
312 | tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
23 | tex2oord[2] = 1.F; /* Max X */ |
313 | tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
24 | tex2oord[3] = 1.F; /* Max Y */ |
314 | |
25 | |
315 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
26 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
316 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
27 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
317 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
28 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
318 | #else |
29 | #else |
319 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
30 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
320 | #endif |
31 | #endif |
… | |
… | |
339 | /* Restore the alpha blending attributes */ |
50 | /* Restore the alpha blending attributes */ |
340 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
51 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
341 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
52 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
342 | |
53 | |
343 | /* Create an OpenGL texture for the image */ |
54 | /* Create an OpenGL texture for the image */ |
344 | glGenTextures (1, &textur); |
55 | glGenTextures (1, &name); |
345 | glBindTexture (GL_TEXTURE_2D, textur); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
346 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
347 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
58 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
348 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
349 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, |
350 | 0, |
61 | 0, |
351 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
62 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
352 | SDL_FreeSurface (image); /* No longer needed */ |
63 | SDL_FreeSurface (image); /* No longer needed */ |
353 | |
64 | |
354 | return textur; |
65 | return name; |
355 | } |
66 | } |
356 | |
67 | |
357 | CGcontext cgc; |
68 | material::~material () |
358 | |
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359 | void |
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360 | init_shaders () |
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361 | { |
69 | { |
362 | cgc = cgCreateContext (); |
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363 | } |
70 | } |
364 | |
71 | |
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72 | void material::enable (view &ctx) |
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73 | { |
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74 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
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75 | |
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76 | pass_data::matmap_t::iterator i = matmap.find (this); |
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77 | |
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78 | if (i == matmap.end ()) |
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79 | { |
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80 | string vsh_src, fsh_src; |
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81 | |
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82 | shader::shader_builder::start (); |
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83 | |
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84 | if (ctx.pass->l) |
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85 | ctx.pass->l->vsh (); |
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86 | |
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87 | vsh (ctx); |
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88 | |
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89 | // compute logarithmic depth - see the frustum matrix in view.C |
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90 | { |
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91 | using namespace shader::compile; |
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92 | |
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93 | temp_1f lz; |
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94 | |
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95 | // TODO: negative z is not calculated in an acceptable way |
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96 | lz = z (vout.position); |
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97 | z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position); |
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98 | #if 0 |
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99 | z (vout.position) = |
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100 | ifelse ( |
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101 | z < 0, |
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102 | -1, |
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103 | log2 (lz) * (2 / log2 (1e10)) - 1 |
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104 | ) * w (vout.position); |
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105 | #endif |
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106 | } |
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107 | |
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108 | vsh_src = shader::shader_builder::stop (); |
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109 | |
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110 | shader::shader_builder::start (); |
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111 | |
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112 | if (ctx.pass->l) |
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113 | { |
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114 | ctx.pass->l->fsh (); |
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115 | |
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116 | fsh (ctx); |
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117 | } |
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118 | else |
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119 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
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120 | |
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121 | fsh_src = shader::shader_builder::stop (); |
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122 | |
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123 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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124 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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125 | |
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126 | po->enable (); |
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127 | } |
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128 | else |
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129 | i->second->enable (); |
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130 | |
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131 | if (ctx.pass->l) |
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132 | ctx.pass->l->enable (); |
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133 | } |
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134 | |
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135 | void material::disable (view &ctx) |
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136 | { |
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137 | } |
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138 | |
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139 | test_material::test_material () |
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140 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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141 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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142 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
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143 | { |
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144 | } |
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145 | |
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146 | static shader::varying_3f normal; |
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147 | static shader::varying_2f texcoord; |
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148 | |
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149 | void test_material::vsh (view &ctx) |
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150 | { |
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151 | using namespace shader::compile; |
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152 | |
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153 | std_vsh (); |
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154 | |
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155 | if (ctx.pass->l) |
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156 | { |
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157 | texcoord = xy (vin.tex_coord[0]); |
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158 | normal = normal_matrix * vin.normal; |
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159 | } |
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160 | } |
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161 | |
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162 | void test_material::fsh (view &ctx) |
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163 | { |
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164 | using namespace shader::compile; |
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165 | |
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166 | if (ctx.pass->l) |
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167 | { |
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168 | temp_3f lc; |
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169 | temp_1f fac; |
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170 | |
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171 | temp_3f rot1, rot2, rot3; |
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172 | |
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173 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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174 | |
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175 | //rot1 = normal_matrix * rot1; |
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176 | |
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177 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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178 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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179 | |
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180 | normal = mat3 (rot1, rot2, rot3) * normal; |
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181 | |
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182 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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183 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
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184 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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185 | * ctx.pass->l->sh_colour; |
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186 | //xyz (fout.frag_color) = lc * fac; |
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187 | } |
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188 | } |
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189 | |
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190 | void test_material::enable (view &ctx) |
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191 | { |
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192 | material::enable (ctx); |
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193 | texvar->enable (); |
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194 | normvar->enable (); |
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195 | } |
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196 | |
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197 | void test_material::disable (view &ctx) |
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198 | { |
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199 | normvar->disable (); |
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200 | texvar->disable (); |
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201 | material::disable (ctx); |
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202 | } |
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203 | |
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204 | test_material *testmat; |
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205 | |