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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 () |
11 | material::~material () |
11 | { |
12 | { |
12 | } |
13 | } |
13 | |
14 | |
14 | void |
15 | void |
15 | simple_material::enable () |
16 | simple_material::enable (view &ctx) |
16 | { |
17 | { |
17 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
18 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
18 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
19 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
19 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
20 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
20 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
21 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
21 | } |
22 | } |
22 | |
23 | |
23 | void |
24 | void |
24 | simple_material::disable () |
25 | simple_material::disable (view &ctx) |
25 | { |
26 | { |
26 | } |
27 | } |
27 | |
28 | |
28 | GLuint |
29 | GLuint |
29 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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92 | { |
93 | { |
93 | using namespace shader; |
94 | using namespace shader; |
94 | |
95 | |
95 | p.vsh->start (); |
96 | p.vsh->start (); |
96 | |
97 | |
97 | temp_4f lightpos; |
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98 | temp_4f wpos; |
98 | temp_4f wpos; |
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99 | |
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100 | wpos = shader::gl.model_view_projection_matrix * vin.vertex; |
99 | |
101 | |
100 | //lightpos = shader::vec4 (0, 10, 0, 1); |
102 | vout.position = wpos; |
101 | vout.position = shader::gl.model_view_projection_matrix * vin.vertex; |
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102 | vout.tex_coord[0] = vin.tex_coord[0]; |
103 | vout.tex_coord[0] = vin.tex_coord[0]; |
103 | //vout.tex_coord[1] = normalize (lightpos - wpos); |
104 | vout.tex_coord[1] = shader::gl.model_view_matrix * shader::vec4 (x (vin.normal), y(vin.normal), z(vin.normal), 0); |
104 | //vout.tex_coord[2] = normalize (wpos); |
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105 | //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); |
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106 | //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); |
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107 | |
105 | |
108 | p.vsh->end (); |
106 | p.vsh->end (); |
109 | p.vsh->compile (); |
107 | p.vsh->compile (); |
110 | |
108 | |
111 | fragment_shader fsh; |
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112 | |
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113 | p.fsh->start (); |
109 | p.fsh->start (); |
114 | |
110 | |
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111 | temp_1f fac; |
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112 | |
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113 | fac = max (dot (fin.tex_coord[1], lightpos), 0.0); |
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114 | fac = pow (fac, 3); |
115 | xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]); |
115 | xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); |
116 | |
116 | |
117 | p.fsh->end (); |
117 | p.fsh->end (); |
118 | p.fsh->compile (); |
118 | p.fsh->compile (); |
119 | p.link (); |
119 | p.link (); |
120 | } |
120 | } |
121 | |
121 | |
122 | void test_material::enable () |
122 | void test_material::enable (view &ctx) |
123 | { |
123 | { |
124 | p.enable (); |
124 | p.enable (); |
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125 | lightpos->set (-ctx.d); |
125 | texvar->enable (); |
126 | texvar->enable (); |
126 | } |
127 | } |
127 | |
128 | |
128 | void test_material::disable () |
129 | void test_material::disable (view &ctx) |
129 | { |
130 | { |
130 | texvar->disable (); |
131 | texvar->disable (); |
131 | p.disable (); |
132 | p.disable (); |
132 | } |
133 | } |
133 | |
134 | |