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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.21 by root, Sat Oct 30 15:59:20 2004 UTC vs.
Revision 1.48 by root, Sun Nov 7 03:28:20 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
96 lz = z (vout.position);
97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position);
98#if 0
99 z (vout.position) =
100 ifelse (
101 z < 0,
102 -1,
103 log2 (lz) * (2 / log2 (1e10)) - 1
104 ) * w (vout.position);
105#endif
106 }
107
108 vsh_src = shader::shader_builder::stop ();
109
110 shader::shader_builder::start ();
111
112 if (ctx.pass->l)
113 {
114 ctx.pass->l->fsh ();
115
116 fsh (ctx);
117 }
118 else
119 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
120
121 fsh_src = shader::shader_builder::stop ();
122
123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
124 matmap.insert (pass_data::matmap_t::value_type (this, po));
125
126 po->enable ();
127 }
128 else
129 i->second->enable ();
130
131 if (ctx.pass->l)
132 ctx.pass->l->enable ();
133}
134
135void material::disable (view &ctx)
136{
137}
138
86test_material::test_material () 139test_material::test_material ()
87: tex ("textures/osama.jpg"), texvar (tex.name) 140//: tex ("textures/osama.jpg"), texvar (tex.name)
141: tex ("textures/rockwall.jpg"), texvar (tex.name)
142, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
143{
144}
145
146static shader::varying_3f normal;
147static shader::varying_2f texcoord;
148
149void test_material::vsh (view &ctx)
88{ 150{
89 using namespace shader::compile; 151 using namespace shader::compile;
90 152
91 p.vsh->start (); 153 std_vsh ();
92 154
93 temp_4f wpos; 155 if (ctx.pass->l)
94 156 {
95 wpos = model_view_projection_matrix * vin.vertex;
96
97 vout.position = wpos;
98 vout.tex_coord[0] = vin.tex_coord[0]; 157 texcoord = xy (vin.tex_coord[0]);
99 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 158 normal = normal_matrix * vin.normal;
100 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 159 }
160}
101 161
102 p.vsh->end (); 162void test_material::fsh (view &ctx)
103 p.vsh->compile (); 163{
164 using namespace shader::compile;
104 165
105 p.fsh->start (); 166 if (ctx.pass->l)
106 167 {
168 temp_3f lc;
107 temp_1f fac; 169 temp_1f fac;
108 170
109 fac = max (dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])), 0.0); 171 temp_3f rot1, rot2, rot3;
110 fac = pow (fac, 0.5); 172
173 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
174
175 //rot1 = normal_matrix * rot1;
176
177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
179
180 normal = mat3 (rot1, rot2, rot3) * normal;
181
182 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
183 fac = max (pow (max (fac, 0.0), 6), 0.3);
111 xyz (fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * max (fac, 0.4); 184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
112 185 * ctx.pass->l->sh_colour;
113 p.fsh->end (); 186 //xyz (fout.frag_color) = lc * fac;
114 p.fsh->compile (); 187 }
115 p.link ();
116} 188}
117 189
118void test_material::enable (view &ctx) 190void test_material::enable (view &ctx)
119{ 191{
120 p.enable (); 192 material::enable (ctx);
121 lightpos->set (vec3 (0, 0, 0));
122 texvar->enable (); 193 texvar->enable ();
194 normvar->enable ();
123} 195}
124 196
125void test_material::disable (view &ctx) 197void test_material::disable (view &ctx)
126{ 198{
199 normvar->disable ();
127 texvar->disable (); 200 texvar->disable ();
128 p.disable (); 201 material::disable (ctx);
129} 202}
130 203
204test_material *testmat;
205

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