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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.23 by root, Sun Oct 31 22:54:49 2004 UTC vs.
Revision 1.39 by root, Fri Nov 5 19:55:15 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::matmap_t &matmap = ctx.pass_data->matmap;
75
76 pass::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 vsh (ctx);
84
85 if (ctx.pass_data->l)
86 ctx.pass_data->l->vsh ();
87
88 {
89 using namespace shader::compile;
90
91 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position);
92 }
93
94 vsh_src = shader::shader_builder::stop ();
95
96 if (ctx.pass_data->l || 1)
97 {
98 shader::shader_builder::start ();
99 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
100 fsh (ctx);
101
102 fsh_src = shader::shader_builder::stop ();
103 }
104
105 shader::program_object po = shader::get_program (vsh_src, fsh_src);
106 matmap.insert (pass::matmap_t::value_type (this, po));
107
108 po->enable ();
109 }
110 else
111 i->second->enable ();
112}
113
114void material::disable (view &ctx)
115{
116}
117
86test_material::test_material () 118test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 119//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.tga"), texvar (tex.name) 120: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.tga"), normvar (norm.name) 121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{
123}
124
125static shader::varying_3f normal, lightvec;
126static shader::varying_2f texcoord;
127
128void test_material::vsh (view &ctx)
90{ 129{
91 using namespace shader::compile; 130 using namespace shader::compile;
92 131
93 p.vsh->start (); 132 std_vsh ();
94 133
95 temp_4f wpos; 134 if (ctx.pass_data->l)
96 135 {
97 wpos = model_view_projection_matrix * vin.vertex; 136 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 }
140}
98 141
99 //wpos = wpos / abs (w (wpos)); 142void test_material::fsh (view &ctx)
143{
144 using namespace shader::compile;
100 145
101 vout.position = wpos; 146 if (ctx.pass_data->l)
102 vout.tex_coord[0] = vin.tex_coord[0]; 147 {
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 148 temp_3f lc;
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 149 temp_1f fac;
105 150
106 p.vsh->end (); 151 lc = (*ctx.pass_data->l)();
107 p.vsh->compile ();
108 152
109 p.fsh->start (); 153 temp_3f rot1, rot2, rot3;
110 154
111 temp_1f fac; 155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
112 156
113 temp_2f disp; 157 //rot1 = normal_matrix * rot1;
114 158
115 temp_1f dx, dy; 159 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
160 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
116 161
117 temp_1f bumpnormal; 162 normal = mat3 (rot1, rot2, rot3) * normal;
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0]));
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0]));
120 163
121 disp = shader::compile::vec2 (dx, dy) * 0.1; 164 fac = dot (normalize (normal), normalize (lightvec));
122
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2]));
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
126 //fac = pow (max (fac, 0.0), 8); 165 fac = max (pow (max (fac, 0.0), 6), 0.3);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); 166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac;
128 167 //xyz (fout.frag_color) = lc * fac;
129 p.fsh->end (); 168 }
130 p.fsh->compile ();
131 p.link ();
132} 169}
133 170
134void test_material::enable (view &ctx) 171void test_material::enable (view &ctx)
135{ 172{
136 p.enable (); 173 material::enable (ctx);
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable (); 174 texvar->enable ();
139 normvar->enable (); 175 normvar->enable ();
140} 176}
141 177
142void test_material::disable (view &ctx) 178void test_material::disable (view &ctx)
143{ 179{
144 normvar->disable (); 180 normvar->disable ();
145 texvar->disable (); 181 texvar->disable ();
146 p.disable (); 182 material::disable (ctx);
147} 183}
148 184
185test_material *testmat;
186

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