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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.14 by root, Sat Oct 23 21:43:27 2004 UTC vs.
Revision 1.58 by root, Mon Feb 7 08:51:18 2005 UTC

3 3
4#include <algorithm> 4#include <algorithm>
5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h"
8#include "util.h" 9#include "util.h"
9
10material::~material ()
11{
12}
13
14void
15simple_material::begin ()
16{
17 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
18 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
19 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
20 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
21}
22
23void
24simple_material::end ()
25{
26}
27
28void
29osama_material::begin ()
30{
31 cgGLEnableProfile (vsh_profile);
32 cgGLEnableProfile (fsh_profile);
33 cgGLEnableTextureParameter (g_Texture);
34}
35
36void
37osama_material::end ()
38{
39 cgGLDisableTextureParameter (g_Texture);
40 // cgGLUnbindProgram (vsh_profile);
41 // cgGLUnbindProgram (fsh_profile);
42 cgGLDisableProfile (vsh_profile);
43 cgGLDisableProfile (fsh_profile);
44}
45 10
46GLuint 11GLuint
47texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
48{ 13{
49 GLuint textur; 14 GLuint name;
50 int w, h;
51 SDL_Surface *image; 15 SDL_Surface *image;
52 SDL_Rect area; 16 SDL_Rect area;
53 Uint32 saved_flags; 17 Uint32 saved_flags;
54 Uint8 saved_alpha; 18 Uint8 saved_alpha;
55 19
56 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
57 //w = power_of_two (surface->w);
58 //h = power_of_two (surface->h);
59 w = power_of_two (surface->w);
60 h = power_of_two (surface->h);
61 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
62 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
63 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
64 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
65 25
66 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
67#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
68 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
69#else 29#else
70 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
71#endif 31#endif
90 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
91 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
92 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
93 53
94 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
95 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
96 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
97 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
98 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);
99 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
100 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
101 0,
102 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);
103 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
104 63
105 return textur; 64 return name;
106} 65}
107 66
108CGcontext cgc; 67material::~material ()
109
110void
111init_shaders ()
112{ 68{
113 cgc = cgCreateContext ();
114} 69}
115 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
145void mat_gouraud_shaded::enable (view &ctx)
146{
147 material::enable (ctx);
148
149 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
150}
151
152void mat_gouraud_shaded::disable (view &ctx)
153{
154 material::disable (ctx);
155}
156
157void mat_gouraud_shaded::vsh (view &ctx)
158{
159 using namespace shader::compile;
160 std_vsh ();
161
162 if (ctx.pass->l)
163 f_normal = normal_matrix * vin.normal;
164}
165
166void mat_gouraud_shaded::fsh (view &ctx)
167{
168 using namespace shader::compile;
169
170 if (ctx.pass->l)
171 {
172 temp_1f fac;
173
174 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
175
176 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
177 }
178}
179
180static shader::varying_2f texcoord;
181static shader::varying_3f normal;
182
183void test_material::vsh (view &ctx)
184{
185 using namespace shader::compile;
186
187 std_vsh ();
188
189 if (ctx.pass->l)
190 {
191 texcoord = xy (vin.tex_coord[0]);
192 normal = normal_matrix * vin.normal;
193 }
194}
195
196void test_material::fsh (view &ctx)
197{
198 using namespace shader::compile;
199
200 if (ctx.pass->l)
201 {
202 temp_3f lc;
203 temp_1f fac;
204
205 temp_3f rot1, rot2, rot3;
206
207 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
208
209 //rot1 = normal_matrix * rot1;
210
211 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
212 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
213
214 normal = mat3 (rot1, rot2, rot3) * normal;
215
216 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
217 fac = max (pow (max (fac, 0.0), 6), 0.3);
218 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
219 * ctx.pass->l->sh_colour;
220 //xyz (fout.frag_color) = lc * fac;
221 }
222}
223
224void test_material::enable (view &ctx)
225{
226 material::enable (ctx);
227 texvar->enable ();
228 normvar->enable ();
229}
230
231void test_material::disable (view &ctx)
232{
233 normvar->disable ();
234 texvar->disable ();
235 material::disable (ctx);
236}
237
238test_material *testmat;
239mat_gouraud_shaded *testmat2;
240

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