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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 1.46 by root, Sun Nov 7 02:36:38 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 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way
96 lz = z (vout.position);
97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position);
98 }
99
100 vsh_src = shader::shader_builder::stop ();
101
102 shader::shader_builder::start ();
103
104 if (ctx.pass_data->l)
105 {
106 ctx.pass_data->l->fsh ();
107
108 fsh (ctx);
109 }
110 else
111 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
112
113 fsh_src = shader::shader_builder::stop ();
114
115 shader::program_object po = shader::get_program (vsh_src, fsh_src);
116 matmap.insert (pass::matmap_t::value_type (this, po));
117
118 po->enable ();
119 }
120 else
121 i->second->enable ();
122
123 if (ctx.pass_data->l)
124 ctx.pass_data->l->enable ();
125}
126
127void material::disable (view &ctx)
128{
129}
130
86test_material::test_material () 131test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 132//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 133: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 134, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
135{
136}
137
138static shader::varying_3f normal;
139static shader::varying_2f texcoord;
140
141void test_material::vsh (view &ctx)
90{ 142{
91 using namespace shader::compile; 143 using namespace shader::compile;
92 144
93 p.vsh->start (); 145 std_vsh ();
94 146
95 temp_4f wpos; 147 if (ctx.pass_data->l)
96 varying_1f camdist, zpos; 148 {
97 varying_2f texcoord; 149 texcoord = xy (vin.tex_coord[0]);
98 varying_3f lightvec, normal; 150 normal = normal_matrix * vin.normal;
99 151 }
100 wpos = model_view_matrix * vin.vertex; 152}
101 153
102 temp_1f wz; 154void test_material::fsh (view &ctx)
103 //wz = log2 (abs (wz)) * sign (wz); 155{
156 using namespace shader::compile;
104 157
105 vout.position = projection_matrix * wpos; 158 if (ctx.pass_data->l)
106 texcoord = xy (vin.tex_coord[0]); 159 {
107 normal = normal_matrix * vin.normal; 160 temp_3f lc;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 161 temp_1f fac;
109 camdist = 1 - max (length (lightvec) / 10000., 0);
110 162
111 p.vsh->end (); 163 temp_3f rot1, rot2, rot3;
112 p.vsh->compile ();
113 164
114 p.fsh->start (); 165 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
115 166
116 temp_1f fac; 167 //rot1 = normal_matrix * rot1;
117 temp_2f disp;
118 temp_1f dx, dy;
119 temp_1f bumpnormal;
120 temp_1f dist;
121 168
122 fac = dot (normalize (normal), normalize (lightvec)); 169 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
123 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 170 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
124 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
125 fac = pow (max (fac, 0.0), 2);
126 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist;
127 171
128 p.fsh->end (); 172 normal = mat3 (rot1, rot2, rot3) * normal;
129 p.fsh->compile (); 173
130 p.link (); 174 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
175 fac = max (pow (max (fac, 0.0), 6), 0.3);
176 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
177 * ctx.pass_data->l->sh_colour;
178 //xyz (fout.frag_color) = lc * fac;
179 }
131} 180}
132 181
133void test_material::enable (view &ctx) 182void test_material::enable (view &ctx)
134{ 183{
135 p.enable (); 184 material::enable (ctx);
136 lightpos->set (vec3 (0, 0, 0));
137 texvar->enable (); 185 texvar->enable ();
138 normvar->enable (); 186 normvar->enable ();
139} 187}
140 188
141void test_material::disable (view &ctx) 189void test_material::disable (view &ctx)
142{ 190{
143 normvar->disable (); 191 normvar->disable ();
144 texvar->disable (); 192 texvar->disable ();
145 p.disable (); 193 material::disable (ctx);
146} 194}
147 195
196test_material *testmat;
197

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