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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.16 by root, Fri Oct 29 16:02:22 2004 UTC vs.
Revision 1.36 by root, Thu Nov 4 04:49:04 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}
13
14void
15simple_material::enable ()
16{
17 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
18 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
19 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
20 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
21}
22
23void
24simple_material::disable ()
25{ 12{
26} 13}
27 14
28GLuint 15GLuint
29texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
30{ 17{
31 GLuint name; 18 GLuint name;
32 int w, h;
33 SDL_Surface *image; 19 SDL_Surface *image;
34 SDL_Rect area; 20 SDL_Rect area;
35 Uint32 saved_flags; 21 Uint32 saved_flags;
36 Uint8 saved_alpha; 22 Uint8 saved_alpha;
37 23
38 /* Use the surface width and height expanded to powers of 2 */ 24 /* 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 */ 25 tex2oord[0] = 0.F; /* Min X */
44 tex2oord[1] = 0.0f; /* Min Y */ 26 tex2oord[1] = 0.F; /* Min Y */
45 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 27 tex2oord[2] = 1.F; /* Max X */
46 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 28 tex2oord[3] = 1.F; /* Max Y */
47 29
48 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 30 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
49#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 31#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
50 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 32 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
51#else 33#else
52 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 34 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
53#endif 35#endif
79 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 61 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
80 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 62 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
81 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
82 glTexImage2D (GL_TEXTURE_2D, 64 glTexImage2D (GL_TEXTURE_2D,
83 0, 65 0,
84 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);
85 SDL_FreeSurface (image); /* No longer needed */ 67 SDL_FreeSurface (image); /* No longer needed */
86 68
87 return name; 69 return name;
88} 70}
89 71
90test_material::test_material () 72void material::enable (view &ctx)
91: tex ("textures/osama.jpg"), texvar (tex.name)
92{ 73{
93 using namespace shader; 74 pass::matmap_t &matmap = ctx.pass_data->matmap;
94 75
95 p.vsh->start (); 76 pass::matmap_t::iterator i = matmap.find (this);
77 shader::program_object *p;
96 78
97 temp_4f lightpos; 79 if (i == matmap.end ())
98 temp_4f wpos; 80 {
81 shader::program_object po;
99 82
100 //lightpos = shader::vec4 (0, 10, 0, 1); 83 shader::shader_builder::start ();
101 vout.position = shader::gl.model_view_projection_matrix * vin.vertex; 84 vsh (ctx);
102 vout.tex_coord[0] = vin.tex_coord[0] + 1;
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 85
108 p.vsh->end (); 86 if (ctx.pass_data->l)
109 p.vsh->compile (); 87 ctx.pass_data->l->vsh ();
110 88
111 fragment_shader fsh; 89 po->vsh->compile (shader::shader_builder::stop ());
112 90
113 p.fsh->start (); 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 ());
114 95
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]); 96 po->link ();
116 97
117 p.fsh->end (); 98 matmap.insert (pass::matmap_t::value_type (this, po));
118 p.fsh->compile (); 99
119 p.link (); 100 p = &po;
101 }
102 else
103 p = &i->second;
104
105 (*p)->enable ();
120} 106}
121 107
122void test_material::enable () 108void material::disable (view &ctx)
123{ 109{
124 p.enable ();
125 texvar->enable ();
126} 110}
127 111
128void test_material::disable () 112test_material::test_material ()
113//: tex ("textures/osama.jpg"), texvar (tex.name)
114: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
129{ 116{
130 texvar->disable ();
131 p.disable ();
132} 117}
133 118
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 temp_3f rot1, rot2, rot3;
148
149 rot1 = yxz (texture_2d (normvar, texcoord) * 2.F - 1.F);
150 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
151 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
152
153 normal = mat3 (rot1, rot2, rot3) * normal;
154
155 fac = dot (normalize (normal), normalize (lightvec));
156 fac = pow (max (fac, 0.0), 6);
157 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac;
158 }
159}
160
161void test_material::enable (view &ctx)
162{
163 material::enable (ctx);
164 texvar->enable ();
165 normvar->enable ();
166}
167
168void test_material::disable (view &ctx)
169{
170 normvar->disable ();
171 texvar->disable ();
172 material::disable (ctx);
173}
174
175test_material *testmat;
176

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