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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 1.61 by root, Fri Feb 11 15:17:47 2005 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
78 glGenTextures (1, &name); 55 glGenTextures (1, &name);
79 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
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, 0,
84 0,
85 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
86 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
87 63
88 return name; 64 return name;
89} 65}
90 66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
136}
137
91test_material::test_material () 138test_material::test_material ()
92: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
140: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
93{ 142{
143}
144
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159shader::varying_3f fish;
160
161void mat_timed::vsh (view &ctx)
162{
94 using namespace shader; 163 using namespace shader::compile;
164 std_vsh ();
95 165
96 p.vsh->start (); 166 if (ctx.pass->l)
167 {
168 f_normal = normal_matrix * vin.normal;
169 fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2;
170 }
171}
97 172
98 temp_4f wpos; 173void mat_timed::fsh (view &ctx)
99 174{
100 wpos = shader::gl.model_view_projection_matrix * vin.vertex; 175 using namespace shader::compile;
101 176
102 vout.position = wpos; 177 if (ctx.pass->l)
103 vout.tex_coord[0] = vin.tex_coord[0]; 178 {
104 vout.tex_coord[1] = shader::gl.model_view_matrix * shader::vec4 (x (vin.normal), y(vin.normal), z(vin.normal), 0);
105
106 p.vsh->end ();
107 p.vsh->compile ();
108
109 p.fsh->start ();
110
111 temp_1f fac; 179 temp_1f fac;
112 180 temp_3f normal;
113 fac = max (dot (fin.tex_coord[1], lightpos), 0.0); 181
114 fac = pow (fac, 3); 182 normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3);
183
184 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
185
186 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
187 }
188}
189
190void mat_gouraud_shaded::enable (view &ctx)
191{
192 material::enable (ctx);
193
194 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
195}
196
197void mat_gouraud_shaded::disable (view &ctx)
198{
199 material::disable (ctx);
200}
201
202void mat_gouraud_shaded::vsh (view &ctx)
203{
204 using namespace shader::compile;
205 std_vsh ();
206
207 if (ctx.pass->l)
208 f_normal = normal_matrix * vin.normal;
209}
210
211void mat_gouraud_shaded::fsh (view &ctx)
212{
213 using namespace shader::compile;
214
215 if (ctx.pass->l)
216 {
217 temp_1f fac;
218
219 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
220
221 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
222 }
223}
224
225static shader::varying_2f texcoord;
226static shader::varying_3f normal;
227
228void test_material::vsh (view &ctx)
229{
230 using namespace shader::compile;
231
232 std_vsh ();
233
234 if (ctx.pass->l)
235 {
236 texcoord = xy (vin.tex_coord[0]);
237 normal = normal_matrix * vin.normal;
238 }
239}
240
241void test_material::fsh (view &ctx)
242{
243 using namespace shader::compile;
244
245 if (ctx.pass->l)
246 {
247 temp_3f lc;
248 temp_1f fac;
249
250 temp_3f rot1, rot2, rot3;
251
252 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
253
254 //rot1 = normal_matrix * rot1;
255
256 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
257 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
258
259 normal = mat3 (rot1, rot2, rot3) * normal;
260
261 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
262 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); 263 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
116 264 * ctx.pass->l->sh_colour;
117 p.fsh->end (); 265 //xyz (fout.frag_color) = lc * fac;
118 p.fsh->compile (); 266 }
119 p.link ();
120} 267}
121 268
122void test_material::enable (view &ctx) 269void test_material::enable (view &ctx)
123{ 270{
124 p.enable (); 271 material::enable (ctx);
125 lightpos->set (-ctx.d);
126 texvar->enable (); 272 texvar->enable ();
273 normvar->enable ();
127} 274}
128 275
129void test_material::disable (view &ctx) 276void test_material::disable (view &ctx)
130{ 277{
278 normvar->disable ();
131 texvar->disable (); 279 texvar->disable ();
132 p.disable (); 280 material::disable (ctx);
133} 281}
134 282
283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
286

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