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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.28 by root, Mon Nov 1 22:23:38 2004 UTC vs.
Revision 1.45 by root, Sun Nov 7 02:28:18 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
84 if (ctx.pass_data->l)
85 ctx.pass_data->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 z (vout.position) = (log2 (max (z (vout.position), 0)) * (2 / log2 (1e10)) - 1) * w (vout.position);
94 }
95
96 vsh_src = shader::shader_builder::stop ();
97
98 shader::shader_builder::start ();
99
100 if (ctx.pass_data->l)
101 {
102 ctx.pass_data->l->fsh ();
103
104 fsh (ctx);
105 }
106 else
107 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
108
109 {
110 using namespace shader::compile;
111 //x (fout.frag_color) = Z;//D
112 //y (fout.frag_color) = Z;//D
113 //z (fout.frag_color) = Z;//D
114 }
115
116 fsh_src = shader::shader_builder::stop ();
117
118 shader::program_object po = shader::get_program (vsh_src, fsh_src);
119 matmap.insert (pass::matmap_t::value_type (this, po));
120
121 po->enable ();
122 }
123 else
124 i->second->enable ();
125
126 if (ctx.pass_data->l)
127 ctx.pass_data->l->enable ();
128}
129
130void material::disable (view &ctx)
131{
132}
133
86test_material::test_material () 134test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 135//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 136: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 137, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
138{
139}
140
141static shader::varying_3f normal;
142static shader::varying_2f texcoord;
143
144void test_material::vsh (view &ctx)
90{ 145{
91 using namespace shader::compile; 146 using namespace shader::compile;
92 147
93 p.vsh->start (); 148 std_vsh ();
94 149
95 temp_4f wpos; 150 if (ctx.pass_data->l)
96 varying_1f camdist, zpos; 151 {
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
99
100 wpos = model_view_matrix * vin.vertex;
101
102 temp_1f wz;
103 //wz = log2 (abs (wz)) * sign (wz);
104
105 vout.position = projection_matrix * wpos;
106 texcoord = xy (vin.tex_coord[0]); 152 texcoord = xy (vin.tex_coord[0]);
107 normal = normal_matrix * vin.normal; 153 normal = normal_matrix * vin.normal;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 154 }
109 camdist = 1 - max (length (lightvec) / 10000., 0); 155}
110 156
111 p.vsh->end (); 157void test_material::fsh (view &ctx)
112 p.vsh->compile (); 158{
159 using namespace shader::compile;
113 160
114 p.fsh->start (); 161 if (ctx.pass_data->l)
115 162 {
163 temp_3f lc;
116 temp_1f fac; 164 temp_1f fac;
117 temp_2f disp;
118 temp_1f dx, dy;
119 temp_1f bumpnormal;
120 temp_1f dist;
121 165
166 temp_3f rot1, rot2, rot3;
167
168 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
169
170 //rot1 = normal_matrix * rot1;
171
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174
175 normal = mat3 (rot1, rot2, rot3) * normal;
176
122 fac = dot (normalize (normal), normalize (lightvec)); 177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
123 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
124 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
125 fac = pow (max (fac, 0.0), 2); 178 fac = max (pow (max (fac, 0.0), 6), 0.3);
126 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; 179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
127 180 * ctx.pass_data->l->sh_colour;
128 p.fsh->end (); 181 //xyz (fout.frag_color) = lc * fac;
129 p.fsh->compile (); 182 }
130 p.link ();
131} 183}
132 184
133void test_material::enable (view &ctx) 185void test_material::enable (view &ctx)
134{ 186{
135 p.enable (); 187 material::enable (ctx);
136 lightpos->set (vec3 (0, 0, 0));
137 texvar->enable (); 188 texvar->enable ();
138 normvar->enable (); 189 normvar->enable ();
139} 190}
140 191
141void test_material::disable (view &ctx) 192void test_material::disable (view &ctx)
142{ 193{
143 normvar->disable (); 194 normvar->disable ();
144 texvar->disable (); 195 texvar->disable ();
145 p.disable (); 196 material::disable (ctx);
146} 197}
147 198
199test_material *testmat;
200

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