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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.18 by root, Fri Oct 29 17:21:54 2004 UTC vs.
Revision 1.50 by root, Sun Nov 7 22:40:58 2004 UTC

6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h" 8#include "view.h"
9#include "util.h" 9#include "util.h"
10 10
11material::~material ()
12{
13}
14
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
33 int w, h;
34 SDL_Surface *image; 15 SDL_Surface *image;
35 SDL_Rect area; 16 SDL_Rect area;
36 Uint32 saved_flags; 17 Uint32 saved_flags;
37 Uint8 saved_alpha; 18 Uint8 saved_alpha;
38 19
39 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
40 //w = power_of_two (surface->w);
41 //h = power_of_two (surface->h);
42 w = power_of_two (surface->w);
43 h = power_of_two (surface->h);
44 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
45 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
46 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
47 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
48 25
49 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
50#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
51 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
52#else 29#else
53 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
54#endif 31#endif
80 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
81 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);
82 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
83 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
84 0, 61 0,
85 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
86 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
87 64
88 return name; 65 return name;
89} 66}
90 67
68material::~material ()
69{
70}
71
72void material::enable (view &ctx)
73{
74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::matmap_t::iterator i = matmap.find (this);
77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->l->vsh ();
86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
90 {
91 using namespace shader::compile;
92
93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 z (vout.position) = (ifelse (
98 lz < 0,
99 lz,
100 log (lz) * (2 / log (1e10))
101 ) - 1) * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111
112 fsh (ctx);
113 }
114 else
115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129}
130
131void material::disable (view &ctx)
132{
133}
134
91test_material::test_material () 135test_material::test_material ()
92: tex ("textures/osama.jpg"), texvar (tex.name) 136//: tex ("textures/osama.jpg"), texvar (tex.name)
137: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
93{ 139{
140}
141
142static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144
145void test_material::vsh (view &ctx)
146{
94 using namespace shader; 147 using namespace shader::compile;
95 148
96 p.vsh->start (); 149 std_vsh ();
97 150
98 temp_4f wpos; 151 if (ctx.pass->l)
99 152 {
100 wpos = shader::gl.model_view_projection_matrix * vin.vertex;
101
102 vout.position = wpos;
103 vout.tex_coord[0] = vin.tex_coord[0]; 153 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); 154 normal = normal_matrix * vin.normal;
155 }
156}
105 157
106 p.vsh->end (); 158void test_material::fsh (view &ctx)
107 p.vsh->compile (); 159{
160 using namespace shader::compile;
108 161
109 p.fsh->start (); 162 if (ctx.pass->l)
110 163 {
164 temp_3f lc;
111 temp_1f fac; 165 temp_1f fac;
112 166
113 fac = max (dot (fin.tex_coord[1], lightpos), 0.0); 167 temp_3f rot1, rot2, rot3;
114 fac = pow (fac, 3); 168
169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
170
171 //rot1 = normal_matrix * rot1;
172
173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
175
176 normal = mat3 (rot1, rot2, rot3) * normal;
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179 fac = max (pow (max (fac, 0.0), 6), 0.3);
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); 180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
116 181 * ctx.pass->l->sh_colour;
117 p.fsh->end (); 182 //xyz (fout.frag_color) = lc * fac;
118 p.fsh->compile (); 183 }
119 p.link ();
120} 184}
121 185
122void test_material::enable (view &ctx) 186void test_material::enable (view &ctx)
123{ 187{
124 p.enable (); 188 material::enable (ctx);
125 lightpos->set (-ctx.d);
126 texvar->enable (); 189 texvar->enable ();
190 normvar->enable ();
127} 191}
128 192
129void test_material::disable (view &ctx) 193void test_material::disable (view &ctx)
130{ 194{
195 normvar->disable ();
131 texvar->disable (); 196 texvar->disable ();
132 p.disable (); 197 material::disable (ctx);
133} 198}
134 199
200test_material *testmat;
201

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