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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.39 by root, Fri Nov 5 19:55:15 2004 UTC vs.
Revision 1.50 by root, Sun Nov 7 22:40:58 2004 UTC

69{ 69{
70} 70}
71 71
72void material::enable (view &ctx) 72void material::enable (view &ctx)
73{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 75
76 pass::matmap_t::iterator i = matmap.find (this); 76 pass_data::matmap_t::iterator i = matmap.find (this);
77 77
78 if (i == matmap.end ()) 78 if (i == matmap.end ())
79 { 79 {
80 string vsh_src, fsh_src; 80 string vsh_src, fsh_src;
81 81
82 shader::shader_builder::start (); 82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->l->vsh ();
86
83 vsh (ctx); 87 vsh (ctx);
84 88
85 if (ctx.pass_data->l) 89 // compute logarithmic depth - see the frustum matrix in view.C
86 ctx.pass_data->l->vsh ();
87
88 { 90 {
89 using namespace shader::compile; 91 using namespace shader::compile;
90 92
91 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); 93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 z (vout.position) = (ifelse (
98 lz < 0,
99 lz,
100 log (lz) * (2 / log (1e10))
101 ) - 1) * w (vout.position);
92 } 102 }
93 103
94 vsh_src = shader::shader_builder::stop (); 104 vsh_src = shader::shader_builder::stop ();
95 105
106 shader::shader_builder::start ();
107
96 if (ctx.pass_data->l || 1) 108 if (ctx.pass->l)
97 { 109 {
98 shader::shader_builder::start (); 110 ctx.pass->l->fsh ();
99 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); 111
100 fsh (ctx); 112 fsh (ctx);
101
102 fsh_src = shader::shader_builder::stop ();
103 } 113 }
114 else
115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
116
117 fsh_src = shader::shader_builder::stop ();
104 118
105 shader::program_object po = shader::get_program (vsh_src, fsh_src); 119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
106 matmap.insert (pass::matmap_t::value_type (this, po)); 120 matmap.insert (pass_data::matmap_t::value_type (this, po));
107 121
108 po->enable (); 122 po->enable ();
109 } 123 }
110 else 124 else
111 i->second->enable (); 125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
112} 129}
113 130
114void material::disable (view &ctx) 131void material::disable (view &ctx)
115{ 132{
116} 133}
120: tex ("textures/rockwall.jpg"), texvar (tex.name) 137: tex ("textures/rockwall.jpg"), texvar (tex.name)
121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{ 139{
123} 140}
124 141
125static shader::varying_3f normal, lightvec; 142static shader::varying_3f normal;
126static shader::varying_2f texcoord; 143static shader::varying_2f texcoord;
127 144
128void test_material::vsh (view &ctx) 145void test_material::vsh (view &ctx)
129{ 146{
130 using namespace shader::compile; 147 using namespace shader::compile;
131 148
132 std_vsh (); 149 std_vsh ();
133 150
134 if (ctx.pass_data->l) 151 if (ctx.pass->l)
135 { 152 {
136 texcoord = xy (vin.tex_coord[0]); 153 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal; 154 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 } 155 }
140} 156}
141 157
142void test_material::fsh (view &ctx) 158void test_material::fsh (view &ctx)
143{ 159{
144 using namespace shader::compile; 160 using namespace shader::compile;
145 161
146 if (ctx.pass_data->l) 162 if (ctx.pass->l)
147 { 163 {
148 temp_3f lc; 164 temp_3f lc;
149 temp_1f fac; 165 temp_1f fac;
150 166
151 lc = (*ctx.pass_data->l)();
152
153 temp_3f rot1, rot2, rot3; 167 temp_3f rot1, rot2, rot3;
154 168
155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
156 170
157 //rot1 = normal_matrix * rot1; 171 //rot1 = normal_matrix * rot1;
159 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
160 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
161 175
162 normal = mat3 (rot1, rot2, rot3) * normal; 176 normal = mat3 (rot1, rot2, rot3) * normal;
163 177
164 fac = dot (normalize (normal), normalize (lightvec)); 178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
165 fac = max (pow (max (fac, 0.0), 6), 0.3); 179 fac = max (pow (max (fac, 0.0), 6), 0.3);
166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
181 * ctx.pass->l->sh_colour;
167 //xyz (fout.frag_color) = lc * fac; 182 //xyz (fout.frag_color) = lc * fac;
168 } 183 }
169} 184}
170 185
171void test_material::enable (view &ctx) 186void test_material::enable (view &ctx)

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