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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.24 by root, Sun Oct 31 22:55:23 2004 UTC vs.
Revision 1.30 by root, Wed Nov 3 01:12:34 2004 UTC

88: tex ("textures/rockwall.jpg"), texvar (tex.name) 88: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 89, norm ("textures/rockwall_height.jpg"), normvar (norm.name)
90{ 90{
91 using namespace shader::compile; 91 using namespace shader::compile;
92 92
93 p.vsh->start (); 93 p->vsh->start ();
94 94
95 temp_4f wpos; 95 temp_4f wpos;
96 varying_1f camdist, zpos;
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
96 99
97 wpos = model_view_projection_matrix * vin.vertex; 100 wpos = model_view_matrix * vin.vertex;
98 101
99 //wpos = wpos / abs (w (wpos)); 102 temp_1f wz;
103 //wz = log2 (abs (wz)) * sign (wz);
100 104
101 vout.position = wpos; 105 vout.position = projection_matrix * wpos;
102 vout.tex_coord[0] = vin.tex_coord[0]; 106 texcoord = xy (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); 107 normal = normal_matrix * vin.normal;
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
109 camdist = 1 - max (length (lightvec) / 10000., 0);
105 110
106 p.vsh->end (); 111 p->vsh->stop ();
107 p.vsh->compile ();
108 112
109 p.fsh->start (); 113 p->fsh->start ();
110 114
111 temp_1f fac; 115 temp_1f fac;
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal;
119 temp_1f dist;
112 120
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])); 121 fac = dot (normalize (normal), normalize (lightvec));
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 122 //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])); 123 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
126 //fac = pow (max (fac, 0.0), 8); 124 fac = pow (max (fac, 0.0), 2);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); 125 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist;
128 126
129 p.fsh->end (); 127 p->fsh->stop ();
130 p.fsh->compile ();
131 p.link (); 128 p->link ();
132} 129}
133 130
134void test_material::enable (view &ctx) 131void test_material::enable (view &ctx)
135{ 132{
136 p.enable (); 133 p->enable ();
137 lightpos->set (vec3 (0, 0, 0)); 134 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable (); 135 texvar->enable ();
139 normvar->enable (); 136 normvar->enable ();
140} 137}
141 138
142void test_material::disable (view &ctx) 139void test_material::disable (view &ctx)
143{ 140{
144 normvar->disable (); 141 normvar->disable ();
145 texvar->disable (); 142 texvar->disable ();
146 p.disable (); 143 p->disable ();
147} 144}
148 145

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