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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.29 by root, Tue Nov 2 02:59:33 2004 UTC vs.
Revision 1.41 by root, Sat Nov 6 01:56:20 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 {
90 using namespace shader::compile;
91
92 //z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position);
93 }
94
95 vsh_src = shader::shader_builder::stop ();
96
97 shader::shader_builder::start ();
98
99 if (ctx.pass_data->l)
100 {
101 ctx.pass_data->l->fsh ();
102
103 fsh (ctx);
104 }
105 else
106 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
107
108 fsh_src = shader::shader_builder::stop ();
109
110 shader::program_object po = shader::get_program (vsh_src, fsh_src);
111 matmap.insert (pass::matmap_t::value_type (this, po));
112
113 po->enable ();
114 }
115 else
116 i->second->enable ();
117}
118
119void material::disable (view &ctx)
120{
121}
122
86test_material::test_material () 123test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 124//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 125: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 126, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
127{
128}
129
130static shader::varying_3f normal;
131static shader::varying_2f texcoord;
132
133void test_material::vsh (view &ctx)
90{ 134{
91 using namespace shader::compile; 135 using namespace shader::compile;
92 136
93 p.vsh->start (); 137 std_vsh ();
94 138
95 temp_4f wpos; 139 if (ctx.pass_data->l)
96 varying_1f camdist, zpos; 140 {
97 varying_2f texcoord; 141 texcoord = xy (vin.tex_coord[0]);
98 varying_3f lightvec, normal; 142 normal = normal_matrix * vin.normal;
99 143 }
100 wpos = model_view_matrix * vin.vertex; 144}
101 145
102 temp_1f wz; 146void test_material::fsh (view &ctx)
103 //wz = log2 (abs (wz)) * sign (wz); 147{
148 using namespace shader::compile;
104 149
105 vout.position = projection_matrix * wpos; 150 if (ctx.pass_data->l)
106 texcoord = xy (vin.tex_coord[0]); 151 {
107 normal = normal_matrix * vin.normal; 152 temp_3f lc;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 153 temp_1f fac;
109 camdist = 1 - max (length (lightvec) / 10000., 0);
110 154
111 p.vsh->stop (); 155 temp_3f rot1, rot2, rot3;
112 156
113 p.fsh->start (); 157 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
114 158
115 temp_1f fac; 159 //rot1 = normal_matrix * rot1;
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal;
119 temp_1f dist;
120 160
121 fac = dot (normalize (normal), normalize (lightvec)); 161 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
122 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 162 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
123 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
124 fac = pow (max (fac, 0.0), 2);
125 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist;
126 163
127 p.fsh->stop (); 164 normal = mat3 (rot1, rot2, rot3) * normal;
128 p.link (); 165
166 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
167 fac = max (pow (max (fac, 0.0), 6), 0.3);
168 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
169 * ctx.pass_data->l->sh_colour;
170 //xyz (fout.frag_color) = lc * fac;
171 }
129} 172}
130 173
131void test_material::enable (view &ctx) 174void test_material::enable (view &ctx)
132{ 175{
133 p.enable (); 176 material::enable (ctx);
134 lightpos->set (vec3 (0, 0, 0));
135 texvar->enable (); 177 texvar->enable ();
136 normvar->enable (); 178 normvar->enable ();
137} 179}
138 180
139void test_material::disable (view &ctx) 181void test_material::disable (view &ctx)
140{ 182{
141 normvar->disable (); 183 normvar->disable ();
142 texvar->disable (); 184 texvar->disable ();
143 p.disable (); 185 material::disable (ctx);
144} 186}
145 187
188test_material *testmat;
189

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