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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.2 by root, Sun Oct 10 14:18:58 2004 UTC vs.
Revision 1.24 by root, Sun Oct 31 22:55:23 2004 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
3 10
4material::~material () 11material::~material ()
5{ 12{
6} 13}
7 14
8void simple_material::begin () 15void
16simple_material::enable (view &ctx)
9{ 17{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14} 22}
15 23
16void simple_material::end () 24void
25simple_material::disable (view &ctx)
17{ 26{
18} 27}
19 28
29GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{
32 GLuint name;
33 SDL_Surface *image;
34 SDL_Rect area;
35 Uint32 saved_flags;
36 Uint8 saved_alpha;
20 37
38 /* Use the surface width and height expanded to powers of 2 */
39 tex2oord[0] = 0.F; /* Min X */
40 tex2oord[1] = 0.F; /* Min Y */
41 tex2oord[2] = 1.F; /* Max X */
42 tex2oord[3] = 1.F; /* Max Y */
43
44 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
45#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
46 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
47#else
48 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
49#endif
50 );
51
52 if (image == NULL)
53 return 0;
54
55 /* Save the alpha blending attributes */
56 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
57 saved_alpha = surface->format->alpha;
58 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
59 SDL_SetAlpha (surface, 0, 0);
60
61 /* Copy the surface into the GL texture image */
62 area.x = 0;
63 area.y = 0;
64 area.w = surface->w;
65 area.h = surface->h;
66 SDL_BlitSurface (surface, &area, image, &area);
67
68 /* Restore the alpha blending attributes */
69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
70 SDL_SetAlpha (surface, saved_flags, saved_alpha);
71
72 /* Create an OpenGL texture for the image */
73 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D,
79 0,
80 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
81 SDL_FreeSurface (image); /* No longer needed */
82
83 return name;
84}
85
86test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name)
90{
91 using namespace shader::compile;
92
93 p.vsh->start ();
94
95 temp_4f wpos;
96
97 wpos = model_view_projection_matrix * vin.vertex;
98
99 //wpos = wpos / abs (w (wpos));
100
101 vout.position = wpos;
102 vout.tex_coord[0] = vin.tex_coord[0];
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0);
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex;
105
106 p.vsh->end ();
107 p.vsh->compile ();
108
109 p.fsh->start ();
110
111 temp_1f fac;
112
113 temp_2f disp;
114
115 temp_1f dx, dy;
116
117 temp_1f bumpnormal;
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0]));
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0]));
120
121 disp = shader::compile::vec2 (dx, dy) * 0.1;
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);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0);
128
129 p.fsh->end ();
130 p.fsh->compile ();
131 p.link ();
132}
133
134void test_material::enable (view &ctx)
135{
136 p.enable ();
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable ();
139 normvar->enable ();
140}
141
142void test_material::disable (view &ctx)
143{
144 normvar->disable ();
145 texvar->disable ();
146 p.disable ();
147}
148

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