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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.3 by root, Sun Oct 10 19:50:37 2004 UTC vs.
Revision 1.33 by root, Wed Nov 3 03:36:16 2004 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
3 10
4material::~material () 11material::~material ()
5{ 12{
6} 13}
7 14
8void simple_material::begin () 15GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
9{ 17{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 18 GLuint name;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15
16void simple_material::end ()
17{
18}
19void osama_material::begin ()
20{
21 cgGLEnableProfile (vsh_profile);
22 cgGLEnableProfile (fsh_profile);
23 cgGLBindProgram (vsh);
24 cgGLBindProgram (fsh);
25 cgGLEnableTextureParameter(g_Texture);
26}
27void osama_material::end ()
28{
29 cgGLDisableTextureParameter(g_Texture);
30 cgGLUnbindProgram (vsh_profile);
31 cgGLUnbindProgram (fsh_profile);
32 cgGLDisableProfile (vsh_profile);
33 cgGLDisableProfile (fsh_profile);
34}
35
36
37GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord)
38{
39 GLuint texture;
40 int w, h;
41 SDL_Surface *image; 19 SDL_Surface *image;
42 SDL_Rect area; 20 SDL_Rect area;
43 Uint32 saved_flags; 21 Uint32 saved_flags;
44 Uint8 saved_alpha; 22 Uint8 saved_alpha;
45 23
46 /* Use the surface width and height expanded to powers of 2 */ 24 /* Use the surface width and height expanded to powers of 2 */
47 //w = power_of_two (surface->w);
48 //h = power_of_two (surface->h);
49 w = power_of_two (surface->w);
50 h = power_of_two (surface->h);
51 texcoord[0] = 0.0f; /* Min X */ 25 tex2oord[0] = 0.F; /* Min X */
52 texcoord[1] = 0.0f; /* Min Y */ 26 tex2oord[1] = 0.F; /* Min Y */
53 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 27 tex2oord[2] = 1.F; /* Max X */
54 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 28 tex2oord[3] = 1.F; /* Max Y */
55 29
56 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 30 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
57#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 31#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
58 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 32 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
59#else 33#else
60 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 34 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
61#endif 35#endif
62 ); 36 );
37
63 if (image == NULL) 38 if (image == NULL)
64 {
65 return 0; 39 return 0;
66 }
67 40
68 /* Save the alpha blending attributes */ 41 /* Save the alpha blending attributes */
69 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 42 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
70 saved_alpha = surface->format->alpha; 43 saved_alpha = surface->format->alpha;
71 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 44 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
72 {
73 SDL_SetAlpha (surface, 0, 0); 45 SDL_SetAlpha (surface, 0, 0);
74 }
75 46
76 /* Copy the surface into the GL texture image */ 47 /* Copy the surface into the GL texture image */
77 area.x = 0; 48 area.x = 0;
78 area.y = 0; 49 area.y = 0;
79 area.w = surface->w; 50 area.w = surface->w;
80 area.h = surface->h; 51 area.h = surface->h;
81 SDL_BlitSurface (surface, &area, image, &area); 52 SDL_BlitSurface (surface, &area, image, &area);
82 53
83 /* Restore the alpha blending attributes */ 54 /* Restore the alpha blending attributes */
84 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 55 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
85 {
86 SDL_SetAlpha (surface, saved_flags, saved_alpha); 56 SDL_SetAlpha (surface, saved_flags, saved_alpha);
87 }
88 57
89 /* Create an OpenGL texture for the image */ 58 /* Create an OpenGL texture for the image */
90 glGenTextures (1, &texture); 59 glGenTextures (1, &name);
91 glBindTexture (GL_TEXTURE_2D, texture); 60 glBindTexture (GL_TEXTURE_2D, name);
92 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 61 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
93 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 62 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
94 glTexImage2D (GL_TEXTURE_2D, 64 glTexImage2D (GL_TEXTURE_2D,
95 0, 65 0,
96 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 66 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
97 SDL_FreeSurface (image); /* No longer needed */ 67 SDL_FreeSurface (image); /* No longer needed */
98 68
99 return texture; 69 return name;
100} 70}
101 71
72void material::enable (view &ctx)
73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap;
102 75
103CGcontext cgc; 76 pass::matmap_t::iterator i = matmap.find (this);
104void init_shaders () { 77 shader::program_object *p;
105 cgc = cgCreateContext (); 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 po->vsh->compile (shader::shader_builder::stop ());
90
91 shader::shader_builder::start ();
92 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
93 fsh (ctx);
94 po->fsh->compile (shader::shader_builder::stop ());
95
96 po->link ();
97
98 matmap.insert (pass::matmap_t::value_type (this, po));
99
100 p = &po;
101 }
102 else
103 p = &i->second;
104
105 (*p)->enable ();
106} 106}
107
108void material::disable (view &ctx)
109{
110}
111
112test_material::test_material ()
113//: tex ("textures/osama.jpg"), texvar (tex.name)
114: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_height.jpg"), normvar (norm.name)
116{
117}
118
119static shader::varying_3f normal, lightvec;
120static shader::varying_2f texcoord;
121
122void test_material::vsh (view &ctx)
123{
124 using namespace shader::compile;
125
126 std_vsh ();
127
128 if (ctx.pass_data->l)
129 {
130 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 }
134}
135
136void test_material::fsh (view &ctx)
137{
138 using namespace shader::compile;
139
140 if (ctx.pass_data->l)
141 {
142 temp_3f lc;
143 temp_1f fac;
144
145 lc = (*ctx.pass_data->l)();
146
147 fac = dot (normalize (normal), normalize (lightvec));
148 fac = pow (max (fac, 0.0), 2);
149 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * lc * fac;
150 }
151}
152
153void test_material::enable (view &ctx)
154{
155 material::enable (ctx);
156 texvar->enable ();
157 normvar->enable ();
158}
159
160void test_material::disable (view &ctx)
161{
162 normvar->disable ();
163 texvar->disable ();
164 material::disable (ctx);
165}
166
167test_material testmat;

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