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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 1.51 by root, Fri Nov 26 03:48:40 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_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::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->l)
85 ctx.pass->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, clipping does horrible things(?)
96 lz = z (vout.position);
97 z (vout.position) = clamp (
98 ifelse (lz <= 0,
99 lz,
100 log (lz + 1) * (2 / log (1e10))
101 ) - 1,
102 -1.F, +1.F
103 ) * w (vout.position);
104 }
105
106 vsh_src = shader::shader_builder::stop ();
107
108 shader::shader_builder::start ();
109
110 if (ctx.pass->l)
111 {
112 ctx.pass->l->fsh ();
113
114 fsh (ctx);
115 }
116 else
117 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
118
119 fsh_src = shader::shader_builder::stop ();
120
121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass_data::matmap_t::value_type (this, po));
123
124 po->enable ();
125 }
126 else
127 i->second->enable ();
128
129 if (ctx.pass->l)
130 ctx.pass->l->enable ();
131}
132
133void material::disable (view &ctx)
134{
135}
136
86test_material::test_material () 137test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 138//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 139: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 140, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
141{
142}
143
144static shader::varying_3f normal;
145static shader::varying_2f texcoord;
146
147void test_material::vsh (view &ctx)
90{ 148{
91 using namespace shader::compile; 149 using namespace shader::compile;
92 150
93 p->vsh->start (); 151 std_vsh ();
94 152
95 temp_4f wpos; 153 if (ctx.pass->l)
96 varying_1f camdist, zpos; 154 {
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
99
100 wpos = model_view_matrix * vin.vertex;
101
102 temp_1f wz;
103 //wz = log2 (abs (wz)) * sign (wz);
104
105 vout.position = projection_matrix * wpos;
106 texcoord = xy (vin.tex_coord[0]); 155 texcoord = xy (vin.tex_coord[0]);
107 normal = normal_matrix * vin.normal; 156 normal = normal_matrix * vin.normal;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 157 }
109 camdist = 1 - max (length (lightvec) / 10000., 0); 158}
110 159
111 p->vsh->stop (); 160void test_material::fsh (view &ctx)
161{
162 using namespace shader::compile;
112 163
113 p->fsh->start (); 164 if (ctx.pass->l)
114 165 {
166 temp_3f lc;
115 temp_1f fac; 167 temp_1f fac;
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal;
119 temp_1f dist;
120 168
169 temp_3f rot1, rot2, rot3;
170
171 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
172
173 //rot1 = normal_matrix * rot1;
174
175 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
176 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
177
178 normal = mat3 (rot1, rot2, rot3) * normal;
179
121 fac = dot (normalize (normal), normalize (lightvec)); 180 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
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); 181 fac = max (pow (max (fac, 0.0), 6), 0.3);
125 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; 182 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
126 183 * ctx.pass->l->sh_colour;
127 p->fsh->stop (); 184 //xyz (fout.frag_color) = lc * fac;
128 p->link (); 185 }
129} 186}
130 187
131void test_material::enable (view &ctx) 188void test_material::enable (view &ctx)
132{ 189{
133 p->enable (); 190 material::enable (ctx);
134 lightpos->set (vec3 (0, 0, 0));
135 texvar->enable (); 191 texvar->enable ();
136 normvar->enable (); 192 normvar->enable ();
137} 193}
138 194
139void test_material::disable (view &ctx) 195void test_material::disable (view &ctx)
140{ 196{
141 normvar->disable (); 197 normvar->disable ();
142 texvar->disable (); 198 texvar->disable ();
143 p->disable (); 199 material::disable (ctx);
144} 200}
145 201
202test_material *testmat;
203

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