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1 | #include <cstdlib> |
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2 | #include <cstring> |
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3 | |
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4 | #include <algorithm> |
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5 | |
1 | #include "opengl.h" |
6 | #include "opengl.h" |
2 | #include "material.h" |
7 | #include "material.h" |
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8 | #include "view.h" |
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9 | #include "util.h" |
3 | |
10 | |
4 | material::~material () |
11 | material::~material () |
5 | { |
12 | { |
6 | } |
13 | } |
7 | |
14 | |
8 | void simple_material::push () |
15 | void |
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16 | simple_material::enable (view &ctx) |
9 | { |
17 | { |
10 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); |
18 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
11 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); |
19 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
12 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); |
20 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
13 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
21 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
14 | } |
22 | } |
15 | |
23 | |
16 | void simple_material::pop () |
24 | void |
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25 | simple_material::disable (view &ctx) |
17 | { |
26 | { |
18 | } |
27 | } |
19 | |
28 | |
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29 | GLuint |
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30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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31 | { |
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32 | GLuint name; |
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33 | SDL_Surface *image; |
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34 | SDL_Rect area; |
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35 | Uint32 saved_flags; |
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36 | Uint8 saved_alpha; |
20 | |
37 | |
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38 | /* Use the surface width and height expanded to powers of 2 */ |
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39 | tex2oord[0] = 0.F; /* Min X */ |
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40 | tex2oord[1] = 0.F; /* Min Y */ |
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41 | tex2oord[2] = 1.F; /* Max X */ |
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42 | tex2oord[3] = 1.F; /* Max Y */ |
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43 | |
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44 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
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45 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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46 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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47 | #else |
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48 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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49 | #endif |
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50 | ); |
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51 | |
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52 | if (image == NULL) |
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53 | return 0; |
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54 | |
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55 | /* Save the alpha blending attributes */ |
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56 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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57 | saved_alpha = surface->format->alpha; |
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58 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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59 | SDL_SetAlpha (surface, 0, 0); |
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60 | |
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61 | /* Copy the surface into the GL texture image */ |
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62 | area.x = 0; |
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63 | area.y = 0; |
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64 | area.w = surface->w; |
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65 | area.h = surface->h; |
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66 | SDL_BlitSurface (surface, &area, image, &area); |
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67 | |
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68 | /* Restore the alpha blending attributes */ |
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69 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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70 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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71 | |
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72 | /* Create an OpenGL texture for the image */ |
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73 | glGenTextures (1, &name); |
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74 | glBindTexture (GL_TEXTURE_2D, name); |
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75 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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76 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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77 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
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78 | glTexImage2D (GL_TEXTURE_2D, |
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79 | 0, |
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80 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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81 | SDL_FreeSurface (image); /* No longer needed */ |
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82 | |
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83 | return name; |
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84 | } |
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85 | |
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86 | test_material::test_material () |
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87 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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88 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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89 | , norm ("textures/rockwall_height.jpg"), normvar (norm.name) |
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90 | { |
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91 | using namespace shader::compile; |
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92 | |
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93 | p.vsh->start (); |
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94 | |
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95 | temp_4f wpos; |
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96 | varying_1f camdist, zpos; |
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97 | varying_2f texcoord; |
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98 | varying_3f lightvec, normal; |
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99 | |
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100 | wpos = model_view_matrix * vin.vertex; |
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101 | |
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102 | temp_1f wz; |
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103 | //wz = log2 (abs (wz)) * sign (wz); |
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104 | |
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105 | vout.position = projection_matrix * wpos; |
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106 | texcoord = xy (vin.tex_coord[0]); |
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107 | normal = normal_matrix * vin.normal; |
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108 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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109 | camdist = 1 - max (length (lightvec) / 10000., 0); |
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110 | |
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111 | p.vsh->stop (); |
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112 | |
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113 | p.fsh->start (); |
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114 | |
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115 | temp_1f fac; |
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116 | temp_2f disp; |
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117 | temp_1f dx, dy; |
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118 | temp_1f bumpnormal; |
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119 | temp_1f dist; |
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120 | |
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121 | fac = dot (normalize (normal), normalize (lightvec)); |
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122 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
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123 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
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124 | fac = pow (max (fac, 0.0), 2); |
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125 | xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; |
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126 | |
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127 | p.fsh->stop (); |
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128 | p.link (); |
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129 | } |
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130 | |
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131 | void test_material::enable (view &ctx) |
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132 | { |
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133 | p.enable (); |
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134 | lightpos->set (vec3 (0, 0, 0)); |
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135 | texvar->enable (); |
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136 | normvar->enable (); |
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137 | } |
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138 | |
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139 | void test_material::disable (view &ctx) |
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140 | { |
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141 | normvar->disable (); |
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142 | texvar->disable (); |
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143 | p.disable (); |
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144 | } |
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145 | |