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7 | #include "material.h" |
7 | #include "material.h" |
8 | #include "view.h" |
8 | #include "view.h" |
9 | #include "util.h" |
9 | #include "util.h" |
10 | |
10 | |
11 | GLuint |
11 | GLuint |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags) |
13 | { |
13 | { |
14 | GLuint name; |
14 | GLuint name; |
15 | SDL_Surface *image; |
15 | SDL_Surface *image; |
16 | SDL_Rect area; |
16 | SDL_Rect area; |
17 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
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53 | |
53 | |
54 | /* Create an OpenGL texture for the image */ |
54 | /* Create an OpenGL texture for the image */ |
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, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE); |
60 | glTexImage2D (GL_TEXTURE_2D, |
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61 | 0, |
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62 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
60 | glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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61 | |
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62 | if (flags & CLAMP) |
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63 | { |
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64 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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65 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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66 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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67 | } |
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68 | |
63 | SDL_FreeSurface (image); /* No longer needed */ |
69 | SDL_FreeSurface (image); /* No longer needed */ |
64 | |
70 | |
65 | return name; |
71 | return name; |
66 | } |
72 | } |
67 | |
73 | |
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69 | { |
75 | { |
70 | } |
76 | } |
71 | |
77 | |
72 | void material::enable (view &ctx) |
78 | void material::enable (view &ctx) |
73 | { |
79 | { |
74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
80 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
75 | |
81 | |
76 | pass::matmap_t::iterator i = matmap.find (this); |
82 | pass_data::matmap_t::iterator i = matmap.find (this); |
77 | |
83 | |
78 | if (i == matmap.end ()) |
84 | if (i == matmap.end ()) |
79 | { |
85 | { |
80 | string vsh_src, fsh_src; |
86 | string vsh_src, fsh_src; |
81 | |
87 | |
82 | shader::shader_builder::start (); |
88 | shader::shader_builder::start (); |
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89 | |
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90 | if (ctx.pass->l) |
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91 | ctx.pass->l->vsh (); |
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92 | |
83 | vsh (ctx); |
93 | vsh (ctx); |
84 | |
94 | |
85 | if (ctx.pass_data->l) |
95 | // compute logarithmic depth - see the frustum matrix in view.C |
86 | ctx.pass_data->l->vsh (); |
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87 | |
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88 | { |
96 | { |
89 | using namespace shader::compile; |
97 | using namespace shader::compile; |
90 | |
98 | |
91 | z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); |
99 | temp_1f lz; |
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100 | |
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101 | // TODO: negative z is not calculated in an a very acceptable way |
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102 | lz = z (vout.position); |
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103 | lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30); |
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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 | |
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109 | shader::shader_builder::start (); |
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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.); |
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100 | fsh (ctx); |
114 | fsh (ctx); |
101 | |
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102 | fsh_src = shader::shader_builder::stop (); |
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103 | } |
115 | } |
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116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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119 | |
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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 (); |
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129 | |
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130 | if (ctx.pass->l) |
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131 | ctx.pass->l->enable (ctx); |
112 | } |
132 | } |
113 | |
133 | |
114 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
115 | { |
135 | { |
116 | } |
136 | } |
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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 | |
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145 | skybox_material::skybox_material () |
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146 | : tex (0) |
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147 | { |
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148 | } |
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149 | |
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150 | void skybox_material::enable (view &ctx) |
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151 | { |
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152 | material::enable (ctx); |
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153 | } |
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154 | |
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155 | void skybox_material::disable (view &ctx) |
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156 | { |
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157 | material::disable (ctx); |
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158 | } |
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159 | |
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160 | static shader::varying_2f skybox_texcoord; |
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161 | |
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162 | void skybox_material::vsh (view &ctx) |
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163 | { |
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164 | using namespace shader::compile; |
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165 | |
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166 | std_vsh (); |
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167 | skybox_texcoord = xy (vin.tex_coord[0]); |
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168 | } |
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169 | |
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170 | void skybox_material::fsh (view &ctx) |
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171 | { |
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172 | using namespace shader::compile; |
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173 | |
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174 | xyz (fout.frag_color) = texture_2d (tex, skybox_texcoord); |
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175 | } |
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176 | |
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177 | void mat_timed::enable (view &ctx) |
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178 | { |
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179 | material::enable (ctx); |
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180 | |
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181 | time->set (timer::now); |
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182 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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183 | } |
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184 | |
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185 | void mat_timed::disable (view &ctx) |
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186 | { |
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187 | material::disable (ctx); |
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188 | } |
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189 | |
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190 | void mat_timed::vsh (view &ctx) |
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191 | { |
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192 | using namespace shader::compile; |
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193 | std_vsh (); |
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194 | |
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195 | if (ctx.pass->l) |
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196 | f_normal = normal_matrix * vin.normal; |
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197 | } |
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198 | |
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199 | void mat_timed::fsh (view &ctx) |
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200 | { |
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201 | using namespace shader::compile; |
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202 | |
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203 | if (ctx.pass->l) |
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204 | { |
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205 | temp_1f fac; |
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206 | temp_3f normal; |
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207 | |
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208 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
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209 | |
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210 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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211 | |
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212 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
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213 | } |
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214 | } |
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215 | |
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216 | void mat_gouraud_shaded::enable (view &ctx) |
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217 | { |
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218 | material::enable (ctx); |
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219 | |
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220 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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221 | } |
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222 | |
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223 | void mat_gouraud_shaded::disable (view &ctx) |
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224 | { |
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225 | material::disable (ctx); |
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226 | } |
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227 | |
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228 | void mat_gouraud_shaded::vsh (view &ctx) |
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229 | { |
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230 | using namespace shader::compile; |
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231 | std_vsh (); |
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232 | |
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233 | if (ctx.pass->l) |
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234 | f_normal = normal_matrix * vin.normal; |
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235 | } |
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236 | |
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237 | void mat_gouraud_shaded::fsh (view &ctx) |
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238 | { |
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239 | using namespace shader::compile; |
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240 | |
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241 | if (ctx.pass->l) |
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242 | { |
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243 | temp_1f fac; |
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244 | |
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245 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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246 | |
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247 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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248 | } |
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249 | } |
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250 | |
125 | static shader::varying_3f normal, lightvec; |
251 | static shader::varying_3f f_normal; |
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252 | |
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253 | void mat_debug::enable (view &ctx) |
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254 | { |
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255 | material::enable (ctx); |
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256 | |
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257 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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258 | glEnable (GL_BLEND); |
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259 | glDepthMask (1); |
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260 | } |
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261 | |
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262 | void mat_debug::disable (view &ctx) |
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263 | { |
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264 | material::disable (ctx); |
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265 | |
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266 | glDisable (GL_BLEND); |
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267 | glDepthMask (0); |
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268 | } |
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269 | |
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270 | void mat_debug::vsh (view &ctx) |
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271 | { |
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272 | using namespace shader::compile; |
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273 | std_vsh (); |
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274 | |
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275 | if (ctx.pass->l) |
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276 | f_normal = normal_matrix * vin.normal; |
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277 | } |
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278 | |
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279 | void mat_debug::fsh (view &ctx) |
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280 | { |
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281 | using namespace shader::compile; |
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282 | |
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283 | if (ctx.pass->l) |
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284 | { |
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285 | temp_1f fac; |
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286 | |
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287 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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288 | |
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289 | xyz (fout.frag_color) = float3 (1.,0.,0.); |
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290 | w (fout.frag_color) = 0.1; |
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291 | } |
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292 | } |
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293 | |
126 | static shader::varying_2f texcoord; |
294 | static shader::varying_2f texcoord; |
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295 | static shader::varying_3f normal; |
127 | |
296 | |
128 | void test_material::vsh (view &ctx) |
297 | void test_material::vsh (view &ctx) |
129 | { |
298 | { |
130 | using namespace shader::compile; |
299 | using namespace shader::compile; |
131 | |
300 | |
132 | std_vsh (); |
301 | std_vsh (); |
133 | |
302 | |
134 | if (ctx.pass_data->l) |
303 | if (ctx.pass->l) |
135 | { |
304 | { |
136 | texcoord = xy (vin.tex_coord[0]); |
305 | texcoord = xy (vin.tex_coord[0]); |
137 | normal = normal_matrix * vin.normal; |
306 | normal = normal_matrix * vin.normal; |
138 | lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex); |
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139 | } |
307 | } |
140 | } |
308 | } |
141 | |
309 | |
142 | void test_material::fsh (view &ctx) |
310 | void test_material::fsh (view &ctx) |
143 | { |
311 | { |
144 | using namespace shader::compile; |
312 | using namespace shader::compile; |
145 | |
313 | |
146 | if (ctx.pass_data->l) |
314 | if (ctx.pass->l) |
147 | { |
315 | { |
148 | temp_3f lc; |
316 | temp_3f lc; |
149 | temp_1f fac; |
317 | temp_1f fac; |
150 | |
318 | |
151 | lc = (*ctx.pass_data->l)(); |
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152 | |
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153 | temp_3f rot1, rot2, rot3; |
319 | temp_3f rot1, rot2, rot3; |
154 | |
320 | |
155 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
321 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
156 | |
322 | |
157 | //rot1 = normal_matrix * rot1; |
323 | //rot1 = normal_matrix * rot1; |
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159 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
325 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
160 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
326 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
161 | |
327 | |
162 | normal = mat3 (rot1, rot2, rot3) * normal; |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
163 | |
329 | |
164 | fac = dot (normalize (normal), normalize (lightvec)); |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
165 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
166 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; |
332 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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333 | * ctx.pass->l->sh_colour; |
167 | //xyz (fout.frag_color) = lc * fac; |
334 | //xyz (fout.frag_color) = lc * fac; |
168 | } |
335 | } |
169 | } |
336 | } |
170 | |
337 | |
171 | void test_material::enable (view &ctx) |
338 | void test_material::enable (view &ctx) |
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181 | texvar->disable (); |
348 | texvar->disable (); |
182 | material::disable (ctx); |
349 | material::disable (ctx); |
183 | } |
350 | } |
184 | |
351 | |
185 | test_material *testmat; |
352 | test_material *testmat; |
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353 | mat_gouraud_shaded *testmat2; |
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354 | mat_timed *testmat3; |
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355 | mat_debug *debugmat; |
186 | |
356 | |