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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 1.39 by root, Fri Nov 5 19:55:15 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
10material::~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{
26}
27 10
28GLuint 11GLuint
29texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
30{ 13{
31 GLuint name; 14 GLuint name;
32 int w, h;
33 SDL_Surface *image; 15 SDL_Surface *image;
34 SDL_Rect area; 16 SDL_Rect area;
35 Uint32 saved_flags; 17 Uint32 saved_flags;
36 Uint8 saved_alpha; 18 Uint8 saved_alpha;
37 19
38 /* Use the surface width and height expanded to powers of 2 */ 20 /* 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 */ 21 tex2oord[0] = 0.F; /* Min X */
44 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
45 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
46 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
47 25
48 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
49#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
50 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
51#else 29#else
52 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
53#endif 31#endif
79 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
80 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
81 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
82 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
83 0, 61 0,
84 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
85 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
86 64
87 return name; 65 return name;
88} 66}
89 67
90test_material::test_material () 68material::~material ()
91: tex ("textures/osama.jpg"), texvar (tex.name)
92{ 69{
93 using namespace shader;
94
95 p.vsh->start ();
96
97 temp_4f lightpos;
98 temp_4f wpos;
99
100 //lightpos = shader::vec4 (0, 10, 0, 1);
101 vout.position = shader::gl.model_view_projection_matrix * vin.vertex;
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
108 p.vsh->end ();
109 p.vsh->compile ();
110
111 fragment_shader fsh;
112
113 p.fsh->start ();
114
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]);
116
117 p.fsh->end ();
118 p.fsh->compile ();
119 p.link ();
120} 70}
121 71
122void test_material::enable () 72void material::enable (view &ctx)
123{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap;
75
76 pass::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 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
124 p.enable (); 108 po->enable ();
125 texvar->enable (); 109 }
110 else
111 i->second->enable ();
126} 112}
127 113
128void test_material::disable () 114void material::disable (view &ctx)
129{ 115{
130 texvar->disable ();
131 p.disable ();
132} 116}
133 117
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}
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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