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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 1.59 by root, Tue Feb 8 05:55:28 2005 UTC

55 glGenTextures (1, &name); 55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 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);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
61 0,
62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
63 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
64 63
65 return name; 64 return name;
66} 65}
69{ 68{
70} 69}
71 70
72void material::enable (view &ctx) 71void material::enable (view &ctx)
73{ 72{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 73 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 74
76 pass::matmap_t::iterator i = matmap.find (this); 75 pass_data::matmap_t::iterator i = matmap.find (this);
77 76
78 if (i == matmap.end ()) 77 if (i == matmap.end ())
79 { 78 {
80 string vsh_src, fsh_src; 79 string vsh_src, fsh_src;
81 80
82 shader::shader_builder::start (); 81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
83 vsh (ctx); 86 vsh (ctx);
84 87
85 if (ctx.pass_data->l) 88 // compute logarithmic depth - see the frustum matrix in view.C
86 ctx.pass_data->l->vsh ();
87
88 { 89 {
89 using namespace shader::compile; 90 using namespace shader::compile;
90 91
91 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); 92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
92 } 105 }
93 106
94 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
95 108
109 shader::shader_builder::start ();
110
96 if (ctx.pass_data->l || 1) 111 if (ctx.pass->l)
97 { 112 {
98 shader::shader_builder::start (); 113 ctx.pass->l->fsh ();
99 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
100 fsh (ctx); 114 fsh (ctx);
101
102 fsh_src = shader::shader_builder::stop ();
103 } 115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
104 121
105 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
106 matmap.insert (pass::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
107 124
108 po->enable (); 125 po->enable ();
109 } 126 }
110 else 127 else
111 i->second->enable (); 128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
112} 132}
113 133
114void material::disable (view &ctx) 134void material::disable (view &ctx)
115{ 135{
116} 136}
120: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{ 142{
123} 143}
124 144
125static shader::varying_3f normal, lightvec; 145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set ((GLfloat) ((int)timer::now % 100));
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159void mat_timed::vsh (view &ctx)
160{
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175
176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
177
178 //fac = (fac / 100) * (mod (time, 100)) ;
179 fac = time;
180
181 xyz (fout.frag_color) = float3 ((255/100) * fac, fac, fac);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
184
185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
191
192void mat_gouraud_shaded::disable (view &ctx)
193{
194 material::disable (ctx);
195}
196
197void mat_gouraud_shaded::vsh (view &ctx)
198{
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204}
205
206void mat_gouraud_shaded::fsh (view &ctx)
207{
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218}
219
126static shader::varying_2f texcoord; 220static shader::varying_2f texcoord;
221static shader::varying_3f normal;
127 222
128void test_material::vsh (view &ctx) 223void test_material::vsh (view &ctx)
129{ 224{
130 using namespace shader::compile; 225 using namespace shader::compile;
131 226
132 std_vsh (); 227 std_vsh ();
133 228
134 if (ctx.pass_data->l) 229 if (ctx.pass->l)
135 { 230 {
136 texcoord = xy (vin.tex_coord[0]); 231 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal; 232 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 } 233 }
140} 234}
141 235
142void test_material::fsh (view &ctx) 236void test_material::fsh (view &ctx)
143{ 237{
144 using namespace shader::compile; 238 using namespace shader::compile;
145 239
146 if (ctx.pass_data->l) 240 if (ctx.pass->l)
147 { 241 {
148 temp_3f lc; 242 temp_3f lc;
149 temp_1f fac; 243 temp_1f fac;
150 244
151 lc = (*ctx.pass_data->l)();
152
153 temp_3f rot1, rot2, rot3; 245 temp_3f rot1, rot2, rot3;
154 246
155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
156 248
157 //rot1 = normal_matrix * rot1; 249 //rot1 = normal_matrix * rot1;
159 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
160 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
161 253
162 normal = mat3 (rot1, rot2, rot3) * normal; 254 normal = mat3 (rot1, rot2, rot3) * normal;
163 255
164 fac = dot (normalize (normal), normalize (lightvec)); 256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
165 fac = max (pow (max (fac, 0.0), 6), 0.3); 257 fac = max (pow (max (fac, 0.0), 6), 0.3);
166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
259 * ctx.pass->l->sh_colour;
167 //xyz (fout.frag_color) = lc * fac; 260 //xyz (fout.frag_color) = lc * fac;
168 } 261 }
169} 262}
170 263
171void test_material::enable (view &ctx) 264void test_material::enable (view &ctx)
181 texvar->disable (); 274 texvar->disable ();
182 material::disable (ctx); 275 material::disable (ctx);
183} 276}
184 277
185test_material *testmat; 278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
186 281

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