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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.19 by root, Fri Oct 29 23:19:08 2004 UTC vs.
Revision 1.51 by root, Fri Nov 26 03:48:40 2004 UTC

5 5
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
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 10
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;
81 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
82 64
83 return name; 65 return name;
84} 66}
85 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) = clamp (
98 ifelse (lz <= 0,
99 lz,
100 log (lz + 1) * (2 / log (1e10))
101 ) - 1,
102 -1.F, +1.F
103 ) * w (vout.position);
104 }
105
106 vsh_src = shader::shader_builder::stop ();
107
108 shader::shader_builder::start ();
109
110 if (ctx.pass->l)
111 {
112 ctx.pass->l->fsh ();
113
114 fsh (ctx);
115 }
116 else
117 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
118
119 fsh_src = shader::shader_builder::stop ();
120
121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass_data::matmap_t::value_type (this, po));
123
124 po->enable ();
125 }
126 else
127 i->second->enable ();
128
129 if (ctx.pass->l)
130 ctx.pass->l->enable ();
131}
132
133void material::disable (view &ctx)
134{
135}
136
86test_material::test_material () 137test_material::test_material ()
87: tex ("textures/osama.jpg"), texvar (tex.name) 138//: tex ("textures/osama.jpg"), texvar (tex.name)
139: tex ("textures/rockwall.jpg"), texvar (tex.name)
140, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
88{ 141{
142}
143
144static shader::varying_3f normal;
145static shader::varying_2f texcoord;
146
147void test_material::vsh (view &ctx)
148{
89 using namespace shader; 149 using namespace shader::compile;
90 150
91 p.vsh->start (); 151 std_vsh ();
92 152
93 temp_4f wpos; 153 if (ctx.pass->l)
94 154 {
95 wpos = shader::gl.model_view_projection_matrix * vin.vertex;
96
97 vout.position = wpos;
98 vout.tex_coord[0] = vin.tex_coord[0]; 155 texcoord = xy (vin.tex_coord[0]);
99 vout.tex_coord[1] = shader::gl.model_view_matrix * shader::vec4 (x (vin.normal), y(vin.normal), z(vin.normal), 0); 156 normal = normal_matrix * vin.normal;
157 }
158}
100 159
101 p.vsh->end (); 160void test_material::fsh (view &ctx)
102 p.vsh->compile (); 161{
162 using namespace shader::compile;
103 163
104 p.fsh->start (); 164 if (ctx.pass->l)
105 165 {
166 temp_3f lc;
106 temp_1f fac; 167 temp_1f fac;
107 168
108 fac = max (dot (fin.tex_coord[1], lightpos), 0.0); 169 temp_3f rot1, rot2, rot3;
109 fac = pow (fac, 3); 170
171 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
172
173 //rot1 = normal_matrix * rot1;
174
175 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
176 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
177
178 normal = mat3 (rot1, rot2, rot3) * normal;
179
180 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
181 fac = max (pow (max (fac, 0.0), 6), 0.3);
110 xyz (fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); 182 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
111 183 * ctx.pass->l->sh_colour;
112 p.fsh->end (); 184 //xyz (fout.frag_color) = lc * fac;
113 p.fsh->compile (); 185 }
114 p.link ();
115} 186}
116 187
117void test_material::enable (view &ctx) 188void test_material::enable (view &ctx)
118{ 189{
119 p.enable (); 190 material::enable (ctx);
120 lightpos->set (-ctx.d);
121 texvar->enable (); 191 texvar->enable ();
192 normvar->enable ();
122} 193}
123 194
124void test_material::disable (view &ctx) 195void test_material::disable (view &ctx)
125{ 196{
197 normvar->disable ();
126 texvar->disable (); 198 texvar->disable ();
127 p.disable (); 199 material::disable (ctx);
128} 200}
129 201
202test_material *testmat;
203

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