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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" |
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8 | #include "view.h" |
8 | #include "util.h" |
9 | #include "util.h" |
9 | |
10 | |
10 | material::~material () |
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11 | { |
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12 | } |
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13 | |
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14 | void |
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15 | simple_material::begin () |
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16 | { |
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17 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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18 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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19 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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20 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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21 | } |
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22 | |
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23 | void |
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24 | simple_material::end () |
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25 | { |
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26 | } |
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27 | |
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28 | void |
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29 | osama_material::begin () |
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30 | { |
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31 | cgGLEnableProfile (vsh_profile); |
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32 | cgGLEnableProfile (fsh_profile); |
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33 | cgGLEnableTextureParameter (g_Texture); |
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34 | } |
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35 | |
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36 | void |
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37 | osama_material::end () |
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38 | { |
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39 | cgGLDisableTextureParameter (g_Texture); |
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40 | // cgGLUnbindProgram (vsh_profile); |
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41 | // cgGLUnbindProgram (fsh_profile); |
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42 | cgGLDisableProfile (vsh_profile); |
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43 | cgGLDisableProfile (fsh_profile); |
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44 | } |
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45 | |
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46 | GLuint |
11 | GLuint |
47 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags) |
48 | { |
13 | { |
49 | GLuint textur; |
14 | GLuint name; |
50 | int w, h; |
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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); |
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58 | //h = power_of_two (surface->h); |
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59 | w = power_of_two (surface->w); |
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60 | h = power_of_two (surface->h); |
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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 |
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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, flags & DISABLE_MIPMAP ? GL_LINEAR : 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, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE); |
100 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
101 | 0, |
61 | |
102 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
62 | if (flags & CLAMP) |
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63 | { |
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64 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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65 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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66 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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67 | } |
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68 | |
103 | SDL_FreeSurface (image); /* No longer needed */ |
69 | SDL_FreeSurface (image); /* No longer needed */ |
104 | |
70 | |
105 | return textur; |
71 | return name; |
106 | } |
72 | } |
107 | |
73 | |
108 | CGcontext cgc; |
74 | material::~material () |
109 | |
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110 | void |
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111 | init_shaders () |
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112 | { |
75 | { |
113 | cgc = cgCreateContext (); |
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114 | } |
76 | } |
115 | |
77 | |
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78 | void material::enable (view &ctx) |
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79 | { |
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80 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
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81 | |
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82 | pass_data::matmap_t::iterator i = matmap.find (this); |
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83 | |
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84 | if (i == matmap.end ()) |
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85 | { |
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86 | string vsh_src, fsh_src; |
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87 | |
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88 | shader::shader_builder::start (); |
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89 | |
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90 | if (ctx.pass->l) |
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91 | ctx.pass->l->vsh (); |
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92 | |
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93 | vsh (ctx); |
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94 | |
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95 | // compute logarithmic depth - see the frustum matrix in view.C |
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96 | { |
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97 | using namespace shader::compile; |
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98 | |
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99 | temp_1f lz; |
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100 | |
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101 | // TODO: negative z is not calculated in an a very acceptable way |
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102 | lz = z (vout.position); |
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103 | lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30); |
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104 | z (vout.position) = lz * w (vout.position); |
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105 | } |
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106 | |
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107 | vsh_src = shader::shader_builder::stop (); |
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108 | |
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109 | shader::shader_builder::start (); |
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110 | |
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111 | if (ctx.pass->l) |
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112 | { |
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113 | ctx.pass->l->fsh (); |
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114 | fsh (ctx); |
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115 | } |
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116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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119 | |
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120 | fsh_src = shader::shader_builder::stop (); |
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121 | |
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122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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124 | |
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125 | po->enable (); |
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126 | } |
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127 | else |
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128 | i->second->enable (); |
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129 | |
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130 | if (ctx.pass->l) |
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131 | ctx.pass->l->enable (ctx); |
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132 | } |
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133 | |
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134 | void material::disable (view &ctx) |
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135 | { |
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136 | } |
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137 | |
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138 | test_material::test_material () |
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139 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
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142 | { |
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143 | } |
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144 | |
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145 | skybox_material::skybox_material () |
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146 | : tex (0) |
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147 | { |
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148 | } |
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149 | |
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150 | void skybox_material::enable (view &ctx) |
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151 | { |
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152 | material::enable (ctx); |
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153 | } |
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154 | |
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155 | void skybox_material::disable (view &ctx) |
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156 | { |
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157 | material::disable (ctx); |
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158 | } |
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159 | |
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160 | static shader::varying_2f skybox_texcoord; |
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161 | |
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162 | void skybox_material::vsh (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 | std_vsh (); |
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167 | skybox_texcoord = xy (vin.tex_coord[0]); |
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168 | } |
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169 | |
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170 | void skybox_material::fsh (view &ctx) |
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171 | { |
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172 | using namespace shader::compile; |
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173 | |
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174 | xyz (fout.frag_color) = texture_2d (tex, skybox_texcoord); |
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175 | } |
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176 | |
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177 | void mat_timed::enable (view &ctx) |
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178 | { |
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179 | material::enable (ctx); |
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180 | |
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181 | time->set (timer::now); |
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182 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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183 | } |
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184 | |
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185 | void mat_timed::disable (view &ctx) |
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186 | { |
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187 | material::disable (ctx); |
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188 | } |
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189 | |
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190 | void mat_timed::vsh (view &ctx) |
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191 | { |
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192 | using namespace shader::compile; |
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193 | std_vsh (); |
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194 | |
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195 | if (ctx.pass->l) |
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196 | f_normal = normal_matrix * vin.normal; |
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197 | } |
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198 | |
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199 | void mat_timed::fsh (view &ctx) |
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200 | { |
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201 | using namespace shader::compile; |
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202 | |
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203 | if (ctx.pass->l) |
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204 | { |
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205 | temp_1f fac; |
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206 | temp_3f normal; |
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207 | |
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208 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
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209 | |
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210 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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211 | |
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212 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
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213 | } |
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214 | } |
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215 | |
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216 | void mat_gouraud_shaded::enable (view &ctx) |
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217 | { |
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218 | material::enable (ctx); |
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219 | |
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220 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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221 | } |
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222 | |
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223 | void mat_gouraud_shaded::disable (view &ctx) |
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224 | { |
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225 | material::disable (ctx); |
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226 | } |
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227 | |
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228 | void mat_gouraud_shaded::vsh (view &ctx) |
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229 | { |
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230 | using namespace shader::compile; |
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231 | std_vsh (); |
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232 | |
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233 | if (ctx.pass->l) |
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234 | f_normal = normal_matrix * vin.normal; |
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235 | } |
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236 | |
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237 | void mat_gouraud_shaded::fsh (view &ctx) |
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238 | { |
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239 | using namespace shader::compile; |
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240 | |
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241 | if (ctx.pass->l) |
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242 | { |
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243 | temp_1f fac; |
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244 | |
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245 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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246 | |
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247 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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248 | } |
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249 | } |
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250 | |
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251 | static shader::varying_3f f_normal; |
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252 | |
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253 | void mat_debug::enable (view &ctx) |
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254 | { |
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255 | material::enable (ctx); |
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256 | |
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257 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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258 | glEnable (GL_BLEND); |
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259 | glDepthMask (1); |
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260 | } |
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261 | |
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262 | void mat_debug::disable (view &ctx) |
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263 | { |
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264 | material::disable (ctx); |
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265 | |
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266 | glDisable (GL_BLEND); |
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267 | glDepthMask (0); |
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268 | } |
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269 | |
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270 | void mat_debug::vsh (view &ctx) |
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271 | { |
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272 | using namespace shader::compile; |
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273 | std_vsh (); |
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274 | |
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275 | if (ctx.pass->l) |
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276 | f_normal = normal_matrix * vin.normal; |
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277 | } |
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278 | |
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279 | void mat_debug::fsh (view &ctx) |
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280 | { |
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281 | using namespace shader::compile; |
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282 | |
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283 | if (ctx.pass->l) |
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284 | { |
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285 | temp_1f fac; |
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286 | |
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287 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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288 | |
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289 | xyz (fout.frag_color) = float3 (1.,0.,0.); |
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290 | w (fout.frag_color) = 0.1; |
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291 | } |
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292 | } |
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293 | |
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294 | static shader::varying_2f texcoord; |
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295 | static shader::varying_3f normal; |
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296 | |
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297 | void test_material::vsh (view &ctx) |
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298 | { |
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299 | using namespace shader::compile; |
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300 | |
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301 | std_vsh (); |
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302 | |
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303 | if (ctx.pass->l) |
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304 | { |
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305 | texcoord = xy (vin.tex_coord[0]); |
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306 | normal = normal_matrix * vin.normal; |
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307 | } |
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308 | } |
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309 | |
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310 | void test_material::fsh (view &ctx) |
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311 | { |
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312 | using namespace shader::compile; |
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313 | |
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314 | if (ctx.pass->l) |
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315 | { |
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316 | temp_3f lc; |
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317 | temp_1f fac; |
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318 | |
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319 | temp_3f rot1, rot2, rot3; |
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320 | |
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321 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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322 | |
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323 | //rot1 = normal_matrix * rot1; |
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324 | |
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325 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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326 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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327 | |
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328 | normal = mat3 (rot1, rot2, rot3) * normal; |
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329 | |
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330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
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332 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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333 | * ctx.pass->l->sh_colour; |
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334 | //xyz (fout.frag_color) = lc * fac; |
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335 | } |
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336 | } |
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337 | |
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338 | void test_material::enable (view &ctx) |
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339 | { |
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340 | material::enable (ctx); |
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341 | texvar->enable (); |
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342 | normvar->enable (); |
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343 | } |
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344 | |
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345 | void test_material::disable (view &ctx) |
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346 | { |
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347 | normvar->disable (); |
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348 | texvar->disable (); |
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349 | material::disable (ctx); |
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350 | } |
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351 | |
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352 | test_material *testmat; |
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353 | mat_gouraud_shaded *testmat2; |
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354 | mat_timed *testmat3; |
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355 | mat_debug *debugmat; |
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356 | |