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28 | |
28 | |
29 | GLuint |
29 | GLuint |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
31 | { |
31 | { |
32 | GLuint name; |
32 | GLuint name; |
33 | int w, h; |
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34 | SDL_Surface *image; |
33 | SDL_Surface *image; |
35 | SDL_Rect area; |
34 | SDL_Rect area; |
36 | Uint32 saved_flags; |
35 | Uint32 saved_flags; |
37 | Uint8 saved_alpha; |
36 | Uint8 saved_alpha; |
38 | |
37 | |
39 | /* Use the surface width and height expanded to powers of 2 */ |
38 | /* Use the surface width and height expanded to powers of 2 */ |
40 | //w = power_of_two (surface->w); |
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41 | //h = power_of_two (surface->h); |
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42 | w = power_of_two (surface->w); |
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43 | h = power_of_two (surface->h); |
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44 | tex2oord[0] = 0.0f; /* Min X */ |
39 | tex2oord[0] = 0.F; /* Min X */ |
45 | tex2oord[1] = 0.0f; /* Min Y */ |
40 | tex2oord[1] = 0.F; /* Min Y */ |
46 | tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
41 | tex2oord[2] = 1.F; /* Max X */ |
47 | tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
42 | tex2oord[3] = 1.F; /* Max Y */ |
48 | |
43 | |
49 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
44 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
50 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
45 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
51 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
46 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
52 | #else |
47 | #else |
53 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
48 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
54 | #endif |
49 | #endif |
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80 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
75 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
81 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
76 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
82 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
77 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
83 | glTexImage2D (GL_TEXTURE_2D, |
78 | glTexImage2D (GL_TEXTURE_2D, |
84 | 0, |
79 | 0, |
85 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
80 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
86 | SDL_FreeSurface (image); /* No longer needed */ |
81 | SDL_FreeSurface (image); /* No longer needed */ |
87 | |
82 | |
88 | return name; |
83 | return name; |
89 | } |
84 | } |
90 | |
85 | |
91 | test_material::test_material () |
86 | test_material::test_material () |
92 | : tex ("textures/osama.jpg"), texvar (tex.name) |
87 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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88 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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89 | , norm ("textures/rockwall_height.jpg"), normvar (norm.name) |
93 | { |
90 | { |
94 | using namespace shader; |
91 | using namespace shader::compile; |
95 | |
92 | |
96 | p.vsh->start (); |
93 | p.vsh->start (); |
97 | |
94 | |
98 | temp_4f wpos; |
95 | temp_4f wpos; |
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96 | varying_1f camdist, zpos; |
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97 | varying_2f texcoord; |
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98 | varying_3f lightvec, normal; |
99 | |
99 | |
100 | wpos = shader::gl.model_view_projection_matrix * vin.vertex; |
100 | wpos = model_view_matrix * vin.vertex; |
101 | |
101 | |
102 | vout.position = wpos; |
102 | temp_1f wz; |
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103 | //wz = log2 (abs (wz)) * sign (wz); |
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104 | |
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105 | vout.position = projection_matrix * wpos; |
103 | vout.tex_coord[0] = vin.tex_coord[0]; |
106 | texcoord = xy (vin.tex_coord[0]); |
104 | vout.tex_coord[1] = shader::gl.model_view_matrix * shader::vec4 (x (vin.normal), y(vin.normal), z(vin.normal), 0); |
107 | normal = normal_matrix * vin.normal; |
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108 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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109 | camdist = 1 - max (length (lightvec) / 10000., 0); |
105 | |
110 | |
106 | p.vsh->end (); |
111 | p.vsh->end (); |
107 | p.vsh->compile (); |
112 | p.vsh->compile (); |
108 | |
113 | |
109 | p.fsh->start (); |
114 | p.fsh->start (); |
110 | |
115 | |
111 | temp_1f fac; |
116 | temp_1f fac; |
112 | |
117 | temp_2f disp; |
113 | fac = max (dot (fin.tex_coord[1], lightpos), 0.0); |
118 | temp_1f dx, dy; |
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119 | temp_1f bumpnormal; |
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120 | temp_1f dist; |
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121 | |
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122 | fac = dot (normalize (normal), normalize (lightvec)); |
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123 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
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124 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
114 | fac = pow (fac, 3); |
125 | fac = pow (max (fac, 0.0), 2); |
115 | xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); |
126 | xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; |
116 | |
127 | |
117 | p.fsh->end (); |
128 | p.fsh->end (); |
118 | p.fsh->compile (); |
129 | p.fsh->compile (); |
119 | p.link (); |
130 | p.link (); |
120 | } |
131 | } |
121 | |
132 | |
122 | void test_material::enable (view &ctx) |
133 | void test_material::enable (view &ctx) |
123 | { |
134 | { |
124 | p.enable (); |
135 | p.enable (); |
125 | lightpos->set (-ctx.d); |
136 | lightpos->set (vec3 (0, 0, 0)); |
126 | texvar->enable (); |
137 | texvar->enable (); |
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138 | normvar->enable (); |
127 | } |
139 | } |
128 | |
140 | |
129 | void test_material::disable (view &ctx) |
141 | void test_material::disable (view &ctx) |
130 | { |
142 | { |
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143 | normvar->disable (); |
131 | texvar->disable (); |
144 | texvar->disable (); |
132 | p.disable (); |
145 | p.disable (); |
133 | } |
146 | } |
134 | |
147 | |