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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.4 by root, Sun Oct 10 20:22:33 2004 UTC vs.
Revision 1.10 by root, Thu Oct 21 21:30:34 2004 UTC

1#include "opengl.h" 1#include "opengl.h"
2#include "material.h" 2#include "material.h"
3 3
4#include <cstdlib>
5#include <cstring>
6
7#include <algorithm>
8
9namespace shader {
10
11 refcounted::~refcounted ()
12 {
13#if 0
14 if (refcnt)
15 abort ();
16#endif
17 }
18
19 const char str_float [] = "float";
20 const char str_float2 [] = "float2";
21 const char str_float3 [] = "float3";
22 const char str_float4 [] = "float4";
23 const char str_float4x4 [] = "float4x4";
24
25 static CGcontext cg_context = cgCreateContext ();
26
27 int var_i::next_name = 0;
28
29 var_i::var_i (CGtype cgtype, const char *typestr)
30 : typestr (typestr)
31 {
32 name = ++next_name;
33 param = cgCreateParameter (cg_context, cgtype);
34 }
35
36 var_i::~var_i ()
37 {
38 cgDestroyParameter (param);
39 }
40
41 void var_i::build_decl (ostringstream &b)
42 {
43 b << typestr << ' ' << "V" << name;
44 }
45
46 void uniform_i::build_decl (ostringstream &b)
47 {
48 b << "uniform " << typestr << ' ' << "V" << name;
49 }
50
51 void stream_i::build_decl (ostringstream &b)
52 {
53 b << typestr << ' ' << "V" << name;
54 b << " : " << binding;
55 }
56
57 void var_i::build (shader_builder &b)
58 {
59 b << "V" << name;
60 }
61
62 void uniform_i::build (shader_builder &b)
63 {
64 var_i::build (b);
65
66 if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ())
67 b.refs.push_back (*this);
68 }
69
70 void stream_i::build (shader_builder &b)
71 {
72 var_i::build (b);
73
74 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
75 b.streams.push_back (*this);
76 }
77
78 void temporary_i::build (shader_builder &b)
79 {
80 var_i::build (b);
81
82 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
83 b.temps.push_back (*this);
84 }
85
86 void fragment_const_string_i::build (shader_builder &b)
87 {
88 b << str;
89 }
90
91 struct vin vin;
92
93 // MUST update is-function below
94 varying_3f vin::position_3f ("POSITION");
95 varying_4f vin::position_4f ("POSITION");
96 varying_3f vin::normal_3f ("NORMAL");
97 varying_4f vin::normal_4f ("NORMAL");
98 varying_3f vin::color0_3f ("COLOR0");
99 varying_4f vin::color0_4f ("COLOR0");
100 varying_3f vin::color1_3f ("COLOR1");
101 varying_4f vin::color1_4f ("COLOR1");
102 varying_2f vin::texcoord0_2f ("TEXCOORD0");
103 varying_4f vin::texcoord0_4f ("TEXCOORD0");
104 varying_2f vin::texcoord1_2f ("TEXCOORD1");
105 varying_4f vin::texcoord1_4f ("TEXCOORD1");
106 varying_2f vin::texcoord2_2f ("TEXCOORD2");
107 varying_4f vin::texcoord2_4f ("TEXCOORD2");
108 varying_2f vin::texcoord3_2f ("TEXCOORD3");
109 varying_4f vin::texcoord3_4f ("TEXCOORD3");
110 varying_2f vin::texcoord4_2f ("TEXCOORD4");
111 varying_4f vin::texcoord4_4f ("TEXCOORD4");
112 varying_2f vin::texcoord5_2f ("TEXCOORD5");
113 varying_4f vin::texcoord5_4f ("TEXCOORD5");
114 varying_2f vin::texcoord6_2f ("TEXCOORD6");
115 varying_4f vin::texcoord6_4f ("TEXCOORD6");
116 varying_2f vin::texcoord7_2f ("TEXCOORD7");
117 varying_4f vin::texcoord7_4f ("TEXCOORD7");
118 varying_1f vin::psize_1f ("PSIZE");
119 varying_1f vin::attr6_1f ("ATTR6");
120 varying_1f vin::attr7_1f ("ATTR7");
121 varying_2f vin::attr6_2f ("ATTR6");
122 varying_2f vin::attr7_2f ("ATTR7");
123 varying_3f vin::attr6_3f ("ATTR6");
124 varying_3f vin::attr7_3f ("ATTR7");
125 varying_4f vin::attr6_4f ("ATTR6");
126 varying_4f vin::attr7_4f ("ATTR7");
127
128 bool vin::is (const var &r)
129 {
130 return r == vin::position_3f
131 || r == vin::position_4f
132 || r == vin::normal_3f
133 || r == vin::normal_4f
134 || r == vin::color0_3f
135 || r == vin::color0_4f
136 || r == vin::color1_3f
137 || r == vin::color1_4f
138 || r == vin::texcoord0_2f
139 || r == vin::texcoord0_4f
140 || r == vin::texcoord1_2f
141 || r == vin::texcoord1_4f
142 || r == vin::texcoord2_2f
143 || r == vin::texcoord2_4f
144 || r == vin::texcoord3_2f
145 || r == vin::texcoord3_4f
146 || r == vin::texcoord4_2f
147 || r == vin::texcoord4_4f
148 || r == vin::texcoord5_2f
149 || r == vin::texcoord5_4f
150 || r == vin::texcoord6_2f
151 || r == vin::texcoord6_4f
152 || r == vin::texcoord7_2f
153 || r == vin::texcoord7_4f
154 || r == vin::psize_1f
155 || r == vin::attr6_1f
156 || r == vin::attr7_1f
157 || r == vin::attr6_2f
158 || r == vin::attr7_2f
159 || r == vin::attr6_3f
160 || r == vin::attr7_3f
161 || r == vin::attr6_4f
162 || r == vin::attr7_4f;
163 }
164
165 struct fin fin;
166 struct fin &vout = fin;
167
168 // MUST update is-function below
169 varying_4f fin::position_4f ("HPOS");
170 varying_4f fin::color0_4f ("COLOR0");
171 varying_4f fin::color1_4f ("COLOR1");
172 varying_4f fin::texcoord0_4f ("TEXCOORD0");
173 varying_4f fin::texcoord1_4f ("TEXCOORD1");
174 varying_4f fin::texcoord2_4f ("TEXCOORD2");
175 varying_4f fin::texcoord3_4f ("TEXCOORD3");
176 varying_4f fin::texcoord4_4f ("TEXCOORD4");
177 varying_4f fin::texcoord5_4f ("TEXCOORD5");
178 varying_4f fin::texcoord6_4f ("TEXCOORD6");
179 varying_4f fin::texcoord7_4f ("TEXCOORD7");
180
181 bool fin::is (const var &r)
182 {
183 return r == fin::position_4f
184 || r == fin::color0_4f
185 || r == fin::color1_4f
186 || r == fin::texcoord0_4f
187 || r == fin::texcoord1_4f
188 || r == fin::texcoord2_4f
189 || r == fin::texcoord3_4f
190 || r == fin::texcoord4_4f
191 || r == fin::texcoord5_4f
192 || r == fin::texcoord6_4f
193 || r == fin::texcoord7_4f;
194 }
195
196 struct fout fout;
197
198 // MUST update is-function below
199 varying_4f fout::color0_4f ("COLOR0");
200 varying_3f fout::color0_3f ("COLOR0");
201 varying_4f fout::color1_4f ("COLOR1");
202 varying_3f fout::color1_3f ("COLOR1");
203 varying_1f fout::depth_1f ("DEPTH");
204
205 bool fout::is (const var &r)
206 {
207 return r == fout::color0_4f
208 || r == fout::color0_3f
209 || r == fout::color1_4f
210 || r == fout::color1_3f
211 || r == fout::depth_1f;
212 }
213
214 uniform_matrix_f_i mvp, mv, proj;
215
216 void fragment_vector_i::build (shader_builder &b)
217 {
218 for (vector<fragment>::iterator i = begin (); i != end (); i++)
219 (*i)->build (b);
220 }
221
222 void shader_program::print ()
223 {
224 shader_builder b;
225 build (b);
226 ostringstream os;
227
228 os << "void main (\n";
229 for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++)
230 {
231 os << " ";
232
233 if (is_vertex)
234 {
235 if (vin.is (*i)) os << "in ";
236 if (vout.is (*i)) os << "out ";
237 }
238 else
239 {
240 if (fin.is (*i)) os << "in ";
241 if (fout.is (*i)) os << "out ";
242 }
243
244 (*i)->build_decl (os);
245 os << ",\n";
246 }
247
248 for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++)
249 {
250 os << " ";
251 (*i)->build_decl (os);
252 os << ",\n";
253 }
254
255 os << " uniform float unused_cg_broken_syntax\n";
256 os << ")\n{\n";
257
258 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
259 {
260 (*i)->build_decl (os);
261 os << ";\n";
262 }
263
264 os << "\n";
265 os << b.source.str ();
266 os << "\n}\n";
267
268 printf ("%s\n", os.str ().c_str ());
269
270 }
271
272void debdebdebdebug ()//D
273{
274 vertex_program p;
275 temp_4f t1;
276
277 p << t1 << " = mul(" << vin.position_4f << "," << mvp << ");\n";
278 p << vout.position_4f << " = " << t1 << ";\n";
279
280 p.print ();
281 exit (0);
282}
283
284}
285
4material::~material () 286material::~material ()
5{ 287{
6} 288}
7 289
290void
8void simple_material::begin () 291simple_material::begin ()
9{ 292{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 293 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 294 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 295 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 296 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14} 297}
15 298
299void
16void simple_material::end () 300simple_material::end ()
17{ 301{
18} 302}
303
304void
19void osama_material::begin () 305osama_material::begin ()
20{ 306{
21 cgGLEnableProfile (vsh_profile); 307 cgGLEnableProfile (vsh_profile);
22 cgGLEnableProfile (fsh_profile); 308 cgGLEnableProfile (fsh_profile);
23 cgGLEnableTextureParameter(g_Texture); 309 cgGLEnableTextureParameter (g_Texture);
24} 310}
311
312void
25void osama_material::end () 313osama_material::end ()
26{ 314{
27 cgGLDisableTextureParameter(g_Texture); 315 cgGLDisableTextureParameter (g_Texture);
28 // cgGLUnbindProgram (vsh_profile); 316 // cgGLUnbindProgram (vsh_profile);
29 // cgGLUnbindProgram (fsh_profile); 317 // cgGLUnbindProgram (fsh_profile);
30 cgGLDisableProfile (vsh_profile); 318 cgGLDisableProfile (vsh_profile);
31 cgGLDisableProfile (fsh_profile); 319 cgGLDisableProfile (fsh_profile);
32} 320}
33 321
34 322GLuint
35GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord) 323texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
36{ 324{
37 GLuint textur; 325 GLuint textur;
38 int w, h; 326 int w, h;
39 SDL_Surface *image; 327 SDL_Surface *image;
40 SDL_Rect area; 328 SDL_Rect area;
44 /* Use the surface width and height expanded to powers of 2 */ 332 /* Use the surface width and height expanded to powers of 2 */
45 //w = power_of_two (surface->w); 333 //w = power_of_two (surface->w);
46 //h = power_of_two (surface->h); 334 //h = power_of_two (surface->h);
47 w = power_of_two (surface->w); 335 w = power_of_two (surface->w);
48 h = power_of_two (surface->h); 336 h = power_of_two (surface->h);
49 texcoord[0] = 0.0f; /* Min X */ 337 tex2oord[0] = 0.0f; /* Min X */
50 texcoord[1] = 0.0f; /* Min Y */ 338 tex2oord[1] = 0.0f; /* Min Y */
51 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 339 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */
52 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 340 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */
53 341
54 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 342 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
55#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 343#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
56 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 344 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
57#else 345#else
58 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 346 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
59#endif 347#endif
60 ); 348 );
349
61 if (image == NULL) 350 if (image == NULL)
62 {
63 return 0; 351 return 0;
64 }
65 352
66 /* Save the alpha blending attributes */ 353 /* Save the alpha blending attributes */
67 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 354 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
68 saved_alpha = surface->format->alpha; 355 saved_alpha = surface->format->alpha;
69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 356 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
70 {
71 SDL_SetAlpha (surface, 0, 0); 357 SDL_SetAlpha (surface, 0, 0);
72 }
73 358
74 /* Copy the surface into the GL texture image */ 359 /* Copy the surface into the GL texture image */
75 area.x = 0; 360 area.x = 0;
76 area.y = 0; 361 area.y = 0;
77 area.w = surface->w; 362 area.w = surface->w;
78 area.h = surface->h; 363 area.h = surface->h;
79 SDL_BlitSurface (surface, &area, image, &area); 364 SDL_BlitSurface (surface, &area, image, &area);
80 365
81 /* Restore the alpha blending attributes */ 366 /* Restore the alpha blending attributes */
82 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 367 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
83 {
84 SDL_SetAlpha (surface, saved_flags, saved_alpha); 368 SDL_SetAlpha (surface, saved_flags, saved_alpha);
85 }
86 369
87 /* Create an OpenGL texture for the image */ 370 /* Create an OpenGL texture for the image */
88 glGenTextures (1, &textur); 371 glGenTextures (1, &textur);
89 glBindTexture (GL_TEXTURE_2D, textur); 372 glBindTexture (GL_TEXTURE_2D, textur);
90 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 373 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
91 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 374 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
375 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS
92 glTexImage2D (GL_TEXTURE_2D, 376 glTexImage2D (GL_TEXTURE_2D,
93 0, 377 0,
94 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 378 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
95 SDL_FreeSurface (image); /* No longer needed */ 379 SDL_FreeSurface (image); /* No longer needed */
96 380
97 return textur; 381 return textur;
98} 382}
99 383
100
101CGcontext cgc; 384CGcontext cgc;
385
386void
102void init_shaders () { 387init_shaders ()
388{
103 cgc = cgCreateContext (); 389 cgc = cgCreateContext ();
104} 390}
391

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