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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 | |
11 | material::~material () |
11 | material::~material () |
12 | { |
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13 | } |
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14 | |
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15 | void |
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16 | simple_material::enable (view &ctx) |
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17 | { |
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18 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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19 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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20 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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21 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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22 | } |
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23 | |
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24 | void |
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25 | simple_material::disable (view &ctx) |
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26 | { |
12 | { |
27 | } |
13 | } |
28 | |
14 | |
29 | GLuint |
15 | GLuint |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
16 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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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 | |
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72 | void material::enable (view &ctx) |
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73 | { |
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74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
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75 | |
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76 | pass::matmap_t::iterator i = matmap.find (this); |
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77 | shader::program_object *p; |
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78 | |
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79 | if (i == matmap.end ()) |
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80 | { |
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81 | shader::program_object po; |
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82 | |
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83 | shader::shader_builder::start (); |
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84 | vsh (ctx); |
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85 | |
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86 | if (ctx.pass_data->l) |
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87 | ctx.pass_data->l->vsh (); |
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88 | |
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89 | po->vsh->compile (shader::shader_builder::stop ()); |
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90 | |
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91 | shader::shader_builder::start (); |
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92 | shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); |
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93 | fsh (ctx); |
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94 | po->fsh->compile (shader::shader_builder::stop ()); |
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95 | |
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96 | po->link (); |
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97 | |
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98 | matmap.insert (pass::matmap_t::value_type (this, po)); |
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99 | |
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100 | p = &po; |
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101 | } |
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102 | else |
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103 | p = &i->second; |
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104 | |
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105 | (*p)->enable (); |
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106 | } |
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107 | |
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108 | void material::disable (view &ctx) |
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109 | { |
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110 | } |
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111 | |
86 | test_material::test_material () |
112 | test_material::test_material () |
87 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
113 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
88 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
114 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
89 | , norm ("textures/rockwall_height.jpg"), normvar (norm.name) |
115 | , norm ("textures/rockwall_height.jpg"), normvar (norm.name) |
90 | { |
116 | { |
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117 | } |
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118 | |
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119 | static shader::varying_3f normal, lightvec; |
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120 | static shader::varying_2f texcoord; |
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121 | |
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122 | void test_material::vsh (view &ctx) |
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123 | { |
91 | using namespace shader::compile; |
124 | using namespace shader::compile; |
92 | |
125 | |
93 | p->vsh->start (); |
126 | std_vsh (); |
94 | |
127 | |
95 | temp_4f wpos; |
128 | if (ctx.pass_data->l) |
96 | varying_1f camdist, zpos; |
129 | { |
97 | varying_2f texcoord; |
130 | texcoord = xy (vin.tex_coord[0]); |
98 | varying_3f lightvec, normal; |
131 | normal = normal_matrix * vin.normal; |
99 | |
132 | lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex); |
100 | wpos = model_view_matrix * vin.vertex; |
133 | } |
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134 | } |
101 | |
135 | |
102 | temp_1f wz; |
136 | void test_material::fsh (view &ctx) |
103 | //wz = log2 (abs (wz)) * sign (wz); |
137 | { |
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138 | using namespace shader::compile; |
104 | |
139 | |
105 | vout.position = projection_matrix * wpos; |
140 | if (ctx.pass_data->l) |
106 | texcoord = xy (vin.tex_coord[0]); |
141 | { |
107 | normal = normal_matrix * vin.normal; |
142 | temp_3f lc; |
108 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
143 | temp_1f fac; |
109 | camdist = 1 - max (length (lightvec) / 10000., 0); |
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110 | |
144 | |
111 | p->vsh->stop (); |
145 | lc = (*ctx.pass_data->l)(); |
112 | |
146 | |
113 | p->fsh->start (); |
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114 | |
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115 | temp_1f fac; |
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116 | temp_2f disp; |
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117 | temp_1f dx, dy; |
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118 | temp_1f bumpnormal; |
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119 | temp_1f dist; |
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120 | |
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121 | fac = dot (normalize (normal), normalize (lightvec)); |
147 | fac = dot (normalize (normal), normalize (lightvec)); |
122 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
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123 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
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124 | fac = pow (max (fac, 0.0), 2); |
148 | fac = pow (max (fac, 0.0), 2); |
125 | xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; |
149 | xyz (fout.frag_color) = texture_2d (texvar, texcoord) * lc * fac; |
126 | |
150 | } |
127 | p->fsh->stop (); |
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128 | p->link (); |
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129 | } |
151 | } |
130 | |
152 | |
131 | void test_material::enable (view &ctx) |
153 | void test_material::enable (view &ctx) |
132 | { |
154 | { |
133 | p->enable (); |
155 | material::enable (ctx); |
134 | lightpos->set (vec3 (0, 0, 0)); |
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135 | texvar->enable (); |
156 | texvar->enable (); |
136 | normvar->enable (); |
157 | normvar->enable (); |
137 | } |
158 | } |
138 | |
159 | |
139 | void test_material::disable (view &ctx) |
160 | void test_material::disable (view &ctx) |
140 | { |
161 | { |
141 | normvar->disable (); |
162 | normvar->disable (); |
142 | texvar->disable (); |
163 | texvar->disable (); |
143 | p->disable (); |
164 | material::disable (ctx); |
144 | } |
165 | } |
145 | |
166 | |
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167 | test_material testmat; |