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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 | |
11 | material::~material () |
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12 | { |
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13 | } |
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14 | |
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15 | void |
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16 | simple_material::enable (view &ctx) |
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17 | { |
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18 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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19 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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20 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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21 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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22 | } |
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23 | |
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24 | void |
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25 | simple_material::disable (view &ctx) |
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26 | { |
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27 | } |
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28 | |
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29 | GLuint |
11 | GLuint |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
31 | { |
13 | { |
32 | GLuint name; |
14 | GLuint name; |
33 | int w, h; |
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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); |
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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 */ |
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 |
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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 | |
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68 | material::~material () |
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69 | { |
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70 | } |
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71 | |
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72 | void material::enable (view &ctx) |
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73 | { |
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74 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
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75 | |
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76 | pass_data::matmap_t::iterator i = matmap.find (this); |
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77 | |
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78 | if (i == matmap.end ()) |
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79 | { |
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80 | string vsh_src, fsh_src; |
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81 | |
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82 | shader::shader_builder::start (); |
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83 | |
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84 | if (ctx.pass->l) |
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85 | ctx.pass->l->vsh (); |
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86 | |
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87 | vsh (ctx); |
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88 | |
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89 | // compute logarithmic depth - see the frustum matrix in view.C |
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90 | { |
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91 | using namespace shader::compile; |
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92 | |
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93 | temp_1f lz; |
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94 | |
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95 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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96 | lz = z (vout.position); |
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97 | #if 0 |
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98 | lz = (log (max (lz, 0) + 1) / log (1e18)) - 1; |
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99 | #else |
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100 | lz = ifelse (lz <= 0, |
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101 | 0, |
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102 | log (lz + 1) / log (1e18) |
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103 | ) - 1; |
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104 | #endif |
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105 | z (vout.position) = lz * w (vout.position); |
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106 | } |
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107 | |
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108 | vsh_src = shader::shader_builder::stop (); |
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109 | |
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110 | shader::shader_builder::start (); |
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111 | |
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112 | if (ctx.pass->l) |
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113 | { |
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114 | ctx.pass->l->fsh (); |
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115 | fsh (ctx); |
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116 | } |
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117 | else |
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118 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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119 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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120 | |
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121 | fsh_src = shader::shader_builder::stop (); |
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122 | |
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123 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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124 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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125 | |
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126 | po->enable (); |
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127 | } |
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128 | else |
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129 | i->second->enable (); |
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130 | |
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131 | if (ctx.pass->l) |
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132 | ctx.pass->l->enable (); |
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133 | } |
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134 | |
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135 | void material::disable (view &ctx) |
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136 | { |
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137 | } |
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138 | |
91 | test_material::test_material () |
139 | test_material::test_material () |
92 | : tex ("textures/osama.jpg"), texvar (tex.name) |
140 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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141 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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142 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
93 | { |
143 | { |
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144 | } |
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145 | |
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146 | static shader::varying_3f normal; |
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147 | static shader::varying_2f texcoord; |
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148 | |
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149 | void test_material::vsh (view &ctx) |
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150 | { |
94 | using namespace shader; |
151 | using namespace shader::compile; |
95 | |
152 | |
96 | p.vsh->start (); |
153 | std_vsh (); |
97 | |
154 | |
98 | temp_4f wpos; |
155 | if (ctx.pass->l) |
99 | |
156 | { |
100 | wpos = shader::gl.model_view_projection_matrix * vin.vertex; |
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101 | |
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102 | vout.position = wpos; |
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103 | vout.tex_coord[0] = vin.tex_coord[0]; |
157 | 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); |
158 | normal = normal_matrix * vin.normal; |
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159 | } |
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160 | } |
105 | |
161 | |
106 | p.vsh->end (); |
162 | void test_material::fsh (view &ctx) |
107 | p.vsh->compile (); |
163 | { |
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164 | using namespace shader::compile; |
108 | |
165 | |
109 | p.fsh->start (); |
166 | if (ctx.pass->l) |
110 | |
167 | { |
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168 | temp_3f lc; |
111 | temp_1f fac; |
169 | temp_1f fac; |
112 | |
170 | |
113 | fac = max (dot (fin.tex_coord[1], lightpos), 0.0); |
171 | temp_3f rot1, rot2, rot3; |
114 | fac = pow (fac, 3); |
172 | |
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173 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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174 | |
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175 | //rot1 = normal_matrix * rot1; |
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176 | |
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177 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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178 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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179 | |
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180 | normal = mat3 (rot1, rot2, rot3) * normal; |
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181 | |
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182 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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183 | 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); |
184 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
116 | |
185 | * ctx.pass->l->sh_colour; |
117 | p.fsh->end (); |
186 | //xyz (fout.frag_color) = lc * fac; |
118 | p.fsh->compile (); |
187 | } |
119 | p.link (); |
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120 | } |
188 | } |
121 | |
189 | |
122 | void test_material::enable (view &ctx) |
190 | void test_material::enable (view &ctx) |
123 | { |
191 | { |
124 | p.enable (); |
192 | material::enable (ctx); |
125 | lightpos->set (-ctx.d); |
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126 | texvar->enable (); |
193 | texvar->enable (); |
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194 | normvar->enable (); |
127 | } |
195 | } |
128 | |
196 | |
129 | void test_material::disable (view &ctx) |
197 | void test_material::disable (view &ctx) |
130 | { |
198 | { |
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199 | normvar->disable (); |
131 | texvar->disable (); |
200 | texvar->disable (); |
132 | p.disable (); |
201 | material::disable (ctx); |
133 | } |
202 | } |
134 | |
203 | |
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204 | test_material *testmat; |
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205 | |