… | |
… | |
82 | |
82 | |
83 | return name; |
83 | return name; |
84 | } |
84 | } |
85 | |
85 | |
86 | test_material::test_material () |
86 | test_material::test_material () |
87 | : 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) |
88 | { |
90 | { |
89 | using namespace shader::compile; |
91 | using namespace shader::compile; |
90 | |
92 | |
91 | p.vsh->start (); |
93 | p->vsh->start (); |
92 | |
94 | |
93 | 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; |
94 | |
99 | |
95 | wpos = model_view_projection_matrix * vin.vertex; |
100 | wpos = model_view_matrix * vin.vertex; |
96 | |
101 | |
97 | vout.position = wpos; |
102 | temp_1f wz; |
98 | vout.tex_coord[0] = vin.tex_coord[0]; |
103 | //wz = log2 (abs (wz)) * sign (wz); |
99 | vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); |
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100 | vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; |
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101 | |
104 | |
102 | p.vsh->end (); |
105 | vout.position = projection_matrix * wpos; |
103 | p.vsh->compile (); |
106 | texcoord = xy (vin.tex_coord[0]); |
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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); |
104 | |
110 | |
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111 | p->vsh->stop (); |
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112 | |
105 | p.fsh->start (); |
113 | p->fsh->start (); |
106 | |
114 | |
107 | temp_1f fac; |
115 | temp_1f fac; |
108 | |
116 | temp_2f disp; |
109 | fac = max (dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])), 0.0); |
117 | temp_1f dx, dy; |
110 | fac = pow (fac, 0.5); |
118 | temp_1f bumpnormal; |
111 | xyz (fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * max (fac, 0.4); |
119 | temp_1f dist; |
112 | |
120 | |
113 | p.fsh->end (); |
121 | fac = dot (normalize (normal), normalize (lightvec)); |
114 | p.fsh->compile (); |
122 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
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123 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
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124 | fac = pow (max (fac, 0.0), 2); |
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125 | xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; |
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126 | |
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127 | p->fsh->stop (); |
115 | p.link (); |
128 | p->link (); |
116 | } |
129 | } |
117 | |
130 | |
118 | void test_material::enable (view &ctx) |
131 | void test_material::enable (view &ctx) |
119 | { |
132 | { |
120 | p.enable (); |
133 | p->enable (); |
121 | lightpos->set (vec3 (0, 0, 0)); |
134 | lightpos->set (vec3 (0, 0, 0)); |
122 | texvar->enable (); |
135 | texvar->enable (); |
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136 | normvar->enable (); |
123 | } |
137 | } |
124 | |
138 | |
125 | void test_material::disable (view &ctx) |
139 | void test_material::disable (view &ctx) |
126 | { |
140 | { |
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141 | normvar->disable (); |
127 | texvar->disable (); |
142 | texvar->disable (); |
128 | p.disable (); |
143 | p->disable (); |
129 | } |
144 | } |
130 | |
145 | |