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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.12 by root, Fri Oct 22 00:16:08 2004 UTC vs.
Revision 1.62 by root, Fri Feb 11 15:28:51 2005 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_vec2 [] = "vec2";
21 const char str_vec3 [] = "vec3";
22 const char str_vec4 [] = "vec4";
23 const char str_mat2 [] = "mat2";
24 const char str_mat3 [] = "mat3";
25 const char str_mat4 [] = "mat4";
26
27 const char str_sampler_1d [] = "sampler1D";
28 const char str_sampler_1d_shadow [] = "sampler1DShadow";
29 const char str_sampler_2d [] = "sampler2D";
30 const char str_sampler_2d_shadow [] = "sampler2DShadow";
31 const char str_sampler_2d_rect [] = "sampler2DRect";
32 const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow";
33 const char str_sampler_3d [] = "sampler3D";
34 const char str_sampler_3d_rect [] = "sampler3DRect";
35 const char str_sampler_cube [] = "samplerCube";
36
37 static CGcontext cg_context = cgCreateContext ();
38
39 int var_i::next_name = 0;
40
41 var_i::var_i (CGtype cgtype, const char *typestr)
42 : typestr (typestr)
43 {
44 name = ++next_name;
45 param = cgCreateParameter (cg_context, cgtype);
46 }
47
48 var_i::~var_i ()
49 {
50 cgDestroyParameter (param);
51 }
52
53 void var_i::build_decl (ostringstream &b)
54 {
55 b << typestr << ' ' << "V" << name;
56 }
57
58 void uniform_i::build_decl (ostringstream &b)
59 {
60 b << "uniform " << typestr << ' ' << "V" << name;
61 }
62
63 void stream_i::build_decl (ostringstream &b)
64 {
65 b << typestr << ' ' << binding;
66 }
67
68 void var_i::build (shader_builder &b)
69 {
70 b << "V" << name;
71 }
72
73 void uniform_i::build (shader_builder &b)
74 {
75 var_i::build (b);
76
77 if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ())
78 b.refs.push_back (*this);
79 }
80
81 void stream_i::build (shader_builder &b)
82 {
83 b << binding;
84
85 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
86 b.streams.push_back (*this);
87 }
88
89 void temporary_i::build (shader_builder &b)
90 {
91 var_i::build (b);
92
93 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
94 b.temps.push_back (*this);
95 }
96
97 void fragment_const_string_i::build (shader_builder &b)
98 {
99 b << str;
100 }
101
102 struct vin vin;
103
104 // MUST update is-function below
105 varying_3f vin::position_3f ("gl_Vertex");
106 varying_4f vin::position_4f ("gl_Vertex");
107 varying_3f vin::normal_3f ("gl_Normal");
108 varying_3f vin::color_3f ("gl_Color");
109 varying_4f vin::color_4f ("gl_Color");
110 varying_3f vin::color2_3f ("gl_SecondaryColor");
111 varying_4f vin::color2_4f ("gl_SecondaryColor");
112 varying_1f vin::texcoord_1f[8] =
113 {
114 varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"),
115 varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"),
116 };
117 varying_2f vin::texcoord_2f[8] =
118 {
119 varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"),
120 varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"),
121 };
122 varying_3f vin::texcoord_3f[8] =
123 {
124 varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"),
125 varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"),
126 };
127 varying_4f vin::texcoord_4f[8] =
128 {
129 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
130 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
131 };
132 varying_1f vin::psize_1f ("PSIZE");
133
134 bool vin::is (const var &r)
135 {
136 return r == vin::position_3f
137 || r == vin::position_4f
138 || r == vin::normal_3f
139 || r == vin::color_3f
140 || r == vin::color_4f
141 || r == vin::color2_3f
142 || r == vin::color2_4f
143 || r == vin::texcoord_1f[0] || r == vin::texcoord_1f[1] || r == vin::texcoord_1f[2] || r == vin::texcoord_1f[3]
144 || r == vin::texcoord_1f[4] || r == vin::texcoord_1f[5] || r == vin::texcoord_1f[6] || r == vin::texcoord_1f[7]
145 || r == vin::texcoord_2f[0] || r == vin::texcoord_2f[1] || r == vin::texcoord_2f[2] || r == vin::texcoord_2f[3]
146 || r == vin::texcoord_2f[4] || r == vin::texcoord_2f[5] || r == vin::texcoord_2f[6] || r == vin::texcoord_2f[7]
147 || r == vin::texcoord_3f[0] || r == vin::texcoord_3f[1] || r == vin::texcoord_3f[2] || r == vin::texcoord_3f[3]
148 || r == vin::texcoord_3f[4] || r == vin::texcoord_3f[5] || r == vin::texcoord_3f[6] || r == vin::texcoord_3f[7]
149 || r == vin::texcoord_4f[0] || r == vin::texcoord_4f[1] || r == vin::texcoord_4f[2] || r == vin::texcoord_4f[3]
150 || r == vin::texcoord_4f[4] || r == vin::texcoord_4f[5] || r == vin::texcoord_4f[6] || r == vin::texcoord_4f[7];
151 }
152
153 struct fin fin;
154 struct fin &vout = fin;
155
156 // MUST update is-function below
157 varying_4f fin::position_4f ("gl_Position");
158 varying_4f fin::color_4f ("gl_Color");
159 varying_4f fin::color2_4f ("gl_SecondaryColor");
160 varying_4f fin::texcoord_4f[8] =
161 {
162 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
163 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
164 };
165
166 bool fin::is (const var &r)
167 {
168 return r == fin::position_4f
169 || r == fin::color_4f
170 || r == fin::color2_4f
171 || r == fin::texcoord_4f[0]
172 || r == fin::texcoord_4f[1]
173 || r == fin::texcoord_4f[2]
174 || r == fin::texcoord_4f[3]
175 || r == fin::texcoord_4f[4]
176 || r == fin::texcoord_4f[5]
177 || r == fin::texcoord_4f[6]
178 || r == fin::texcoord_4f[7];
179 }
180
181 struct fout fout;
182
183 // MUST update is-function below
184 varying_4f fout::color_4f ("gl_FragColor");
185 varying_1f fout::depth_1f ("gl_FragDepth");
186
187 bool fout::is (const var &r)
188 {
189 return r == fout::color_4f
190 || r == fout::depth_1f;
191 }
192
193 uniform_matrix_4f mvp, mv, proj;
194
195 void fragment_vector_i::build (shader_builder &b)
196 {
197 for (vector<fragment>::iterator i = begin (); i != end (); i++)
198 (*i)->build (b);
199 }
200
201 void shader_program::print ()
202 {
203 shader_builder b;
204 build (b);
205 ostringstream os;
206
207 for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++)
208 {
209 (*i)->build_decl (os);
210 os << ";\n";
211 }
212
213#if 0
214 // not neccessary right now, as GLSL is rich on predefinitions
215 for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++)
216 {
217 if (vout.is (*i) || fout.is (*i))
218 os << "varying ";
219 else if (vin.is (*i))
220 os << "attribute ";
221
222 (*i)->build_decl (os);
223 os << ";\n";
224 }
225#endif
226
227 os << "\nvoid main ()\n{\n";
228
229 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
230 {
231 (*i)->build_decl (os);
232 os << ";\n";
233 }
234
235 os << "\n";
236 os << b.source.str ();
237 os << "\n}\n";
238
239 printf ("%s\n", os.str ().c_str ());
240
241 }
242
243void debdebdebdebug ()//D
244{
245 vertex_program p;
246 temp_4f t1, t2;
247 sampler_2d s2d (1);
248
249 p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n";
250 p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n";
251 p << vout.position_4f << " = " << t1 << ";\n";
252
253 p.print ();
254 exit (0);
255}
256
257}
258
259material::~material ()
260{
261}
262
263void
264simple_material::begin ()
265{
266 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
267 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
268 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
269 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
270}
271
272void
273simple_material::end ()
274{
275}
276
277void
278osama_material::begin ()
279{
280 cgGLEnableProfile (vsh_profile);
281 cgGLEnableProfile (fsh_profile);
282 cgGLEnableTextureParameter (g_Texture);
283}
284
285void
286osama_material::end ()
287{
288 cgGLDisableTextureParameter (g_Texture);
289 // cgGLUnbindProgram (vsh_profile);
290 // cgGLUnbindProgram (fsh_profile);
291 cgGLDisableProfile (vsh_profile);
292 cgGLDisableProfile (fsh_profile);
293}
294 10
295GLuint 11GLuint
296texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
297{ 13{
298 GLuint textur; 14 GLuint name;
299 int w, h;
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);
307 //h = power_of_two (surface->h);
308 w = power_of_two (surface->w);
309 h = power_of_two (surface->h);
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, 0,
350 0,
351 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
352 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
353 63
354 return textur; 64 return name;
355} 65}
356 66
357CGcontext cgc; 67material::~material ()
358
359void
360init_shaders ()
361{ 68{
362 cgc = cgCreateContext ();
363} 69}
364 70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
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::float4 (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
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159void mat_timed::vsh (view &ctx)
160{
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175 temp_3f normal;
176
177 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
178
179 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
180
181 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
184
185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
191
192void mat_gouraud_shaded::disable (view &ctx)
193{
194 material::disable (ctx);
195}
196
197void mat_gouraud_shaded::vsh (view &ctx)
198{
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204}
205
206void mat_gouraud_shaded::fsh (view &ctx)
207{
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218}
219
220static shader::varying_2f texcoord;
221static shader::varying_3f normal;
222
223void test_material::vsh (view &ctx)
224{
225 using namespace shader::compile;
226
227 std_vsh ();
228
229 if (ctx.pass->l)
230 {
231 texcoord = xy (vin.tex_coord[0]);
232 normal = normal_matrix * vin.normal;
233 }
234}
235
236void test_material::fsh (view &ctx)
237{
238 using namespace shader::compile;
239
240 if (ctx.pass->l)
241 {
242 temp_3f lc;
243 temp_1f fac;
244
245 temp_3f rot1, rot2, rot3;
246
247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
248
249 //rot1 = normal_matrix * rot1;
250
251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
253
254 normal = mat3 (rot1, rot2, rot3) * normal;
255
256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
257 fac = max (pow (max (fac, 0.0), 6), 0.3);
258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
259 * ctx.pass->l->sh_colour;
260 //xyz (fout.frag_color) = lc * fac;
261 }
262}
263
264void test_material::enable (view &ctx)
265{
266 material::enable (ctx);
267 texvar->enable ();
268 normvar->enable ();
269}
270
271void test_material::disable (view &ctx)
272{
273 normvar->disable ();
274 texvar->disable ();
275 material::disable (ctx);
276}
277
278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
281

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