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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.30 by root, Wed Nov 3 01:12:34 2004 UTC vs.
Revision 1.38 by root, Fri Nov 5 04:08:23 2004 UTC

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 10
11material::~material () 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{ 12{
27} 13}
28 14
29GLuint 15GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
81 SDL_FreeSurface (image); /* No longer needed */ 67 SDL_FreeSurface (image); /* No longer needed */
82 68
83 return name; 69 return name;
84} 70}
85 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 shader::program_object *p;
78
79 if (i == matmap.end ())
80 {
81 shader::program_object po;
82
83 shader::shader_builder::start ();
84 vsh (ctx);
85
86 if (ctx.pass_data->l)
87 ctx.pass_data->l->vsh ();
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 po->vsh->compile (shader::shader_builder::stop ());
96
97 shader::shader_builder::start ();
98 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
99 fsh (ctx);
100 po->fsh->compile (shader::shader_builder::stop ());
101
102 po->link ();
103
104 matmap.insert (pass::matmap_t::value_type (this, po));
105
106 p = &po;
107 }
108 else
109 p = &i->second;
110
111 (*p)->enable ();
112}
113
114void material::disable (view &ctx)
115{
116}
117
86test_material::test_material () 118test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 119//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 120: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{
123}
124
125static shader::varying_3f normal, lightvec;
126static shader::varying_2f texcoord;
127
128void test_material::vsh (view &ctx)
90{ 129{
91 using namespace shader::compile; 130 using namespace shader::compile;
92 131
93 p->vsh->start (); 132 std_vsh ();
94 133
95 temp_4f wpos; 134 if (ctx.pass_data->l)
96 varying_1f camdist, zpos; 135 {
97 varying_2f texcoord; 136 texcoord = xy (vin.tex_coord[0]);
98 varying_3f lightvec, normal; 137 normal = normal_matrix * vin.normal;
99 138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
100 wpos = model_view_matrix * vin.vertex; 139 }
140}
101 141
102 temp_1f wz; 142void test_material::fsh (view &ctx)
103 //wz = log2 (abs (wz)) * sign (wz); 143{
144 using namespace shader::compile;
104 145
105 vout.position = projection_matrix * wpos; 146 if (ctx.pass_data->l)
106 texcoord = xy (vin.tex_coord[0]); 147 {
107 normal = normal_matrix * vin.normal; 148 temp_3f lc;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 149 temp_1f fac;
109 camdist = 1 - max (length (lightvec) / 10000., 0);
110 150
111 p->vsh->stop (); 151 lc = (*ctx.pass_data->l)();
112 152
113 p->fsh->start (); 153 temp_3f rot1, rot2, rot3;
114 154
115 temp_1f fac; 155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal;
119 temp_1f dist;
120 156
121 fac = dot (normalize (normal), normalize (lightvec)); 157 //rot1 = normal_matrix * rot1;
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;
126 158
127 p->fsh->stop (); 159 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
128 p->link (); 160 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
161
162 normal = mat3 (rot1, rot2, rot3) * normal;
163
164 fac = dot (normalize (normal), normalize (lightvec));
165 fac = max (pow (max (fac, 0.0), 6), 0.3);
166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac;
167 //xyz (fout.frag_color) = lc * fac;
168 }
129} 169}
130 170
131void test_material::enable (view &ctx) 171void test_material::enable (view &ctx)
132{ 172{
133 p->enable (); 173 material::enable (ctx);
134 lightpos->set (vec3 (0, 0, 0));
135 texvar->enable (); 174 texvar->enable ();
136 normvar->enable (); 175 normvar->enable ();
137} 176}
138 177
139void test_material::disable (view &ctx) 178void test_material::disable (view &ctx)
140{ 179{
141 normvar->disable (); 180 normvar->disable ();
142 texvar->disable (); 181 texvar->disable ();
143 p->disable (); 182 material::disable (ctx);
144} 183}
145 184
185test_material *testmat;
186

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