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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.1 by root, Sun Oct 10 14:15:15 2004 UTC vs.
Revision 1.39 by root, Fri Nov 5 19:55:15 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"
10
11GLuint
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13{
14 GLuint name;
15 SDL_Surface *image;
16 SDL_Rect area;
17 Uint32 saved_flags;
18 Uint8 saved_alpha;
19
20 /* Use the surface width and height expanded to powers of 2 */
21 tex2oord[0] = 0.F; /* Min X */
22 tex2oord[1] = 0.F; /* Min Y */
23 tex2oord[2] = 1.F; /* Max X */
24 tex2oord[3] = 1.F; /* Max Y */
25
26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29#else
30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31#endif
32 );
33
34 if (image == NULL)
35 return 0;
36
37 /* Save the alpha blending attributes */
38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39 saved_alpha = surface->format->alpha;
40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 SDL_SetAlpha (surface, 0, 0);
42
43 /* Copy the surface into the GL texture image */
44 area.x = 0;
45 area.y = 0;
46 area.w = surface->w;
47 area.h = surface->h;
48 SDL_BlitSurface (surface, &area, image, &area);
49
50 /* Restore the alpha blending attributes */
51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53
54 /* Create an OpenGL texture for the image */
55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D,
61 0,
62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
63 SDL_FreeSurface (image); /* No longer needed */
64
65 return name;
66}
3 67
4material::~material () 68material::~material ()
5{ 69{
6} 70}
7 71
8void simple_material::push () 72void material::enable (view &ctx)
9{ 73{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 74 pass::matmap_t &matmap = ctx.pass_data->matmap;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 75
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 76 pass::matmap_t::iterator i = matmap.find (this);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83 vsh (ctx);
84
85 if (ctx.pass_data->l)
86 ctx.pass_data->l->vsh ();
87
88 {
89 using namespace shader::compile;
90
91 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position);
92 }
93
94 vsh_src = shader::shader_builder::stop ();
95
96 if (ctx.pass_data->l || 1)
97 {
98 shader::shader_builder::start ();
99 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
100 fsh (ctx);
101
102 fsh_src = shader::shader_builder::stop ();
103 }
104
105 shader::program_object po = shader::get_program (vsh_src, fsh_src);
106 matmap.insert (pass::matmap_t::value_type (this, po));
107
108 po->enable ();
109 }
110 else
111 i->second->enable ();
14} 112}
15 113
16void simple_material::pop () 114void material::disable (view &ctx)
17{ 115{
18} 116}
19 117
118test_material::test_material ()
119//: tex ("textures/osama.jpg"), texvar (tex.name)
120: tex ("textures/rockwall.jpg"), texvar (tex.name)
121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{
123}
20 124
125static shader::varying_3f normal, lightvec;
126static shader::varying_2f texcoord;
127
128void test_material::vsh (view &ctx)
129{
130 using namespace shader::compile;
131
132 std_vsh ();
133
134 if (ctx.pass_data->l)
135 {
136 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 }
140}
141
142void test_material::fsh (view &ctx)
143{
144 using namespace shader::compile;
145
146 if (ctx.pass_data->l)
147 {
148 temp_3f lc;
149 temp_1f fac;
150
151 lc = (*ctx.pass_data->l)();
152
153 temp_3f rot1, rot2, rot3;
154
155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
156
157 //rot1 = normal_matrix * rot1;
158
159 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
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 }
169}
170
171void test_material::enable (view &ctx)
172{
173 material::enable (ctx);
174 texvar->enable ();
175 normvar->enable ();
176}
177
178void test_material::disable (view &ctx)
179{
180 normvar->disable ();
181 texvar->disable ();
182 material::disable (ctx);
183}
184
185test_material *testmat;
186

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