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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 1.53 by root, Fri Dec 10 05:37:09 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, clipping does horrible things(?)
96 lz = z (vout.position);
97 lz = ifelse (lz <= 0,
98 0,
99 log (lz + 1) / log (1e18)
100 ) - 1;
101 z (vout.position) = lz * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111 fsh (ctx);
112 }
113 else
114 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
115 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129}
130
131void material::disable (view &ctx)
132{
133}
134
86test_material::test_material () 135test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 136//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 137: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{
140}
141
142static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144
145void test_material::vsh (view &ctx)
90{ 146{
91 using namespace shader::compile; 147 using namespace shader::compile;
92 148
93 p.vsh->start (); 149 std_vsh ();
94 150
95 temp_4f wpos; 151 if (ctx.pass->l)
96 152 {
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]; 153 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); 154 normal = normal_matrix * vin.normal;
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 155 }
156}
105 157
106 p.vsh->end (); 158void test_material::fsh (view &ctx)
107 p.vsh->compile (); 159{
160 using namespace shader::compile;
108 161
109 p.fsh->start (); 162 if (ctx.pass->l)
110 163 {
164 temp_3f lc;
111 temp_1f fac; 165 temp_1f fac;
112 166
113 temp_2f disp; 167 temp_3f rot1, rot2, rot3;
114 168
115 temp_1f dx, dy; 169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
116 170
117 temp_1f bumpnormal; 171 //rot1 = normal_matrix * rot1;
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0]));
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0]));
120 172
121 disp = shader::compile::vec2 (dx, dy) * 0.1; 173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
122 175
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])); 176 normal = mat3 (rot1, rot2, rot3) * normal;
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 177
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
126 //fac = pow (max (fac, 0.0), 8); 179 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); 180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
128 181 * ctx.pass->l->sh_colour;
129 p.fsh->end (); 182 //xyz (fout.frag_color) = lc * fac;
130 p.fsh->compile (); 183 }
131 p.link ();
132} 184}
133 185
134void test_material::enable (view &ctx) 186void test_material::enable (view &ctx)
135{ 187{
136 p.enable (); 188 material::enable (ctx);
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable (); 189 texvar->enable ();
139 normvar->enable (); 190 normvar->enable ();
140} 191}
141 192
142void test_material::disable (view &ctx) 193void test_material::disable (view &ctx)
143{ 194{
144 normvar->disable (); 195 normvar->disable ();
145 texvar->disable (); 196 texvar->disable ();
146 p.disable (); 197 material::disable (ctx);
147} 198}
148 199
200test_material *testmat;
201

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