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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.15 by root, Fri Oct 29 15:58:50 2004 UTC vs.
Revision 1.30 by root, Wed Nov 3 01:12:34 2004 UTC

3 3
4#include <algorithm> 4#include <algorithm>
5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h"
8#include "util.h" 9#include "util.h"
9 10
10material::~material () 11material::~material ()
11{ 12{
12} 13}
13 14
14void 15void
15simple_material::enable () 16simple_material::enable (view &ctx)
16{ 17{
17 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); 18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
18 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); 19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
19 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); 20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
20 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
21} 22}
22 23
23void 24void
24simple_material::disable () 25simple_material::disable (view &ctx)
25{ 26{
26} 27}
27 28
28GLuint 29GLuint
29texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
30{ 31{
31 GLuint name; 32 GLuint name;
32 int w, h;
33 SDL_Surface *image; 33 SDL_Surface *image;
34 SDL_Rect area; 34 SDL_Rect area;
35 Uint32 saved_flags; 35 Uint32 saved_flags;
36 Uint8 saved_alpha; 36 Uint8 saved_alpha;
37 37
38 /* Use the surface width and height expanded to powers of 2 */ 38 /* Use the surface width and height expanded to powers of 2 */
39 //w = power_of_two (surface->w);
40 //h = power_of_two (surface->h);
41 w = power_of_two (surface->w);
42 h = power_of_two (surface->h);
43 tex2oord[0] = 0.0f; /* Min X */ 39 tex2oord[0] = 0.F; /* Min X */
44 tex2oord[1] = 0.0f; /* Min Y */ 40 tex2oord[1] = 0.F; /* Min Y */
45 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 41 tex2oord[2] = 1.F; /* Max X */
46 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 42 tex2oord[3] = 1.F; /* Max Y */
47 43
48 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 44 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
49#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 45#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
50 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 46 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
51#else 47#else
52 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 48 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
53#endif 49#endif
79 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
80 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 76 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
81 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
82 glTexImage2D (GL_TEXTURE_2D, 78 glTexImage2D (GL_TEXTURE_2D,
83 0, 79 0,
84 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 80 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
85 SDL_FreeSurface (image); /* No longer needed */ 81 SDL_FreeSurface (image); /* No longer needed */
86 82
87 return name; 83 return name;
88} 84}
89 85
90test_material::test_material () 86test_material::test_material ()
91: tex ("textures/osama.jpg"), texvar (tex.name) 87//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name)
92{ 90{
93 using namespace shader; 91 using namespace shader::compile;
94 92
95 p.vsh->start (); 93 p->vsh->start ();
96 94
97 temp_4f lightpos;
98 temp_4f wpos; 95 temp_4f wpos;
96 varying_1f camdist, zpos;
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
99
100 wpos = model_view_matrix * vin.vertex;
99 101
100 //lightpos = shader::vec4 (0, 10, 0, 1); 102 temp_1f wz;
101 vout.position = shader::gl.model_view_projection_matrix * vin.vertex; 103 //wz = log2 (abs (wz)) * sign (wz);
102 vout.tex_coord[0] = vin.tex_coord[0];
103 //vout.tex_coord[1] = normalize (lightpos - wpos);
104 //vout.tex_coord[2] = normalize (wpos);
105 //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal);
106 //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos);
107 104
108 p.vsh->end (); 105 vout.position = projection_matrix * wpos;
109 p.vsh->compile (); 106 texcoord = xy (vin.tex_coord[0]);
107 normal = normal_matrix * vin.normal;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
109 camdist = 1 - max (length (lightvec) / 10000., 0);
110 110
111 fragment_shader fsh; 111 p->vsh->stop ();
112 112
113 p.fsh->start (); 113 p->fsh->start ();
114 114
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]); 115 temp_1f fac;
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal;
119 temp_1f dist;
116 120
117 p.fsh->end (); 121 fac = dot (normalize (normal), normalize (lightvec));
118 p.fsh->compile (); 122 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
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
127 p->fsh->stop ();
119 p.link (); 128 p->link ();
120} 129}
121 130
122void test_material::enable () 131void test_material::enable (view &ctx)
123{ 132{
124 p.enable (); 133 p->enable ();
134 lightpos->set (vec3 (0, 0, 0));
125 texvar->enable (); 135 texvar->enable ();
136 normvar->enable ();
126} 137}
127 138
128void test_material::disable () 139void test_material::disable (view &ctx)
129{ 140{
141 normvar->disable ();
130 texvar->disable (); 142 texvar->disable ();
131 p.disable (); 143 p->disable ();
132} 144}
133 145

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