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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.25 by root, Mon Nov 1 01:57:03 2004 UTC vs.
Revision 1.58 by root, Mon Feb 7 08:51:18 2005 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;
73 glGenTextures (1, &name); 55 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
79 0,
80 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
81 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
82 63
83 return name; 64 return name;
65}
66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
84} 136}
85 137
86test_material::test_material () 138test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
90{ 142{
91 using namespace shader::compile; 143}
92 144
93 p.vsh->start (); 145void mat_gouraud_shaded::enable (view &ctx)
146{
147 material::enable (ctx);
94 148
95 temp_4f wpos; 149 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
96 150}
97 wpos = model_view_projection_matrix * vin.vertex;
98 151
99 //wpos = wpos / abs (w (wpos)); 152void mat_gouraud_shaded::disable (view &ctx)
153{
154 material::disable (ctx);
155}
100 156
101 vout.position = wpos; 157void mat_gouraud_shaded::vsh (view &ctx)
102 vout.tex_coord[0] = vin.tex_coord[0]; 158{
103 xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; 159 using namespace shader::compile;
104 xyz (vout.tex_coord[2]) = xyz (lightpos - model_view_matrix * vin.vertex); 160 std_vsh ();
105 w (vout.tex_coord[2]) = 1.;
106 xw (vout.tex_coord[3]) = shader::compile::vec2 (length (xyz (vout.tex_coord[2])), 1.);
107 161
108 p.vsh->end (); 162 if (ctx.pass->l)
109 p.vsh->compile (); 163 f_normal = normal_matrix * vin.normal;
164}
110 165
111 p.fsh->start (); 166void mat_gouraud_shaded::fsh (view &ctx)
167{
168 using namespace shader::compile;
112 169
170 if (ctx.pass->l)
171 {
113 temp_1f fac; 172 temp_1f fac;
114 temp_2f disp;
115 temp_1f dx, dy;
116 temp_1f bumpnormal;
117 temp_1f dist;
118 173
119 dist = min (x(fin.tex_coord[3]), 100.); 174 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
175
176 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
177 }
178}
120 179
121 fac = dot (normalize (xyz (fin.tex_coord[1])), xyz (normalize (fin.tex_coord[2]))); 180static shader::varying_2f texcoord;
122 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 181static shader::varying_3f normal;
123 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 182
183void test_material::vsh (view &ctx)
184{
185 using namespace shader::compile;
186
187 std_vsh ();
188
189 if (ctx.pass->l)
190 {
191 texcoord = xy (vin.tex_coord[0]);
192 normal = normal_matrix * vin.normal;
193 }
194}
195
196void test_material::fsh (view &ctx)
197{
198 using namespace shader::compile;
199
200 if (ctx.pass->l)
201 {
202 temp_3f lc;
203 temp_1f fac;
204
205 temp_3f rot1, rot2, rot3;
206
207 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
208
209 //rot1 = normal_matrix * rot1;
210
211 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
212 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
213
214 normal = mat3 (rot1, rot2, rot3) * normal;
215
216 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
124 //fac = pow (max (fac, 0.0), 8); 217 fac = max (pow (max (fac, 0.0), 6), 0.3);
125 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac, 1.2 * (1 - dist / 100.)); 218 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
126 219 * ctx.pass->l->sh_colour;
127 p.fsh->end (); 220 //xyz (fout.frag_color) = lc * fac;
128 p.fsh->compile (); 221 }
129 p.link ();
130} 222}
131 223
132void test_material::enable (view &ctx) 224void test_material::enable (view &ctx)
133{ 225{
134 p.enable (); 226 material::enable (ctx);
135 lightpos->set (vec3 (0, 0, 0));
136 texvar->enable (); 227 texvar->enable ();
137 normvar->enable (); 228 normvar->enable ();
138} 229}
139 230
140void test_material::disable (view &ctx) 231void test_material::disable (view &ctx)
141{ 232{
142 normvar->disable (); 233 normvar->disable ();
143 texvar->disable (); 234 texvar->disable ();
144 p.disable (); 235 material::disable (ctx);
145} 236}
146 237
238test_material *testmat;
239mat_gouraud_shaded *testmat2;
240

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