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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 1.37 by root, Thu Nov 4 15:43:53 2004 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
3 10
4material::~material () 11material::~material ()
5{ 12{
6} 13}
7 14
8void simple_material::begin () 15GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
9{ 17{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 18 GLuint name;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15
16void simple_material::end ()
17{
18}
19void osama_material::begin ()
20{
21 cgGLEnableProfile (vsh_profile);
22 cgGLEnableProfile (fsh_profile);
23 cgGLEnableTextureParameter(g_Texture);
24}
25void osama_material::end ()
26{
27 cgGLDisableTextureParameter(g_Texture);
28 // cgGLUnbindProgram (vsh_profile);
29 // cgGLUnbindProgram (fsh_profile);
30 cgGLDisableProfile (vsh_profile);
31 cgGLDisableProfile (fsh_profile);
32}
33
34
35GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord)
36{
37 GLuint textur;
38 int w, h;
39 SDL_Surface *image; 19 SDL_Surface *image;
40 SDL_Rect area; 20 SDL_Rect area;
41 Uint32 saved_flags; 21 Uint32 saved_flags;
42 Uint8 saved_alpha; 22 Uint8 saved_alpha;
43 23
44 /* Use the surface width and height expanded to powers of 2 */ 24 /* Use the surface width and height expanded to powers of 2 */
45 //w = power_of_two (surface->w);
46 //h = power_of_two (surface->h);
47 w = power_of_two (surface->w);
48 h = power_of_two (surface->h);
49 texcoord[0] = 0.0f; /* Min X */ 25 tex2oord[0] = 0.F; /* Min X */
50 texcoord[1] = 0.0f; /* Min Y */ 26 tex2oord[1] = 0.F; /* Min Y */
51 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 27 tex2oord[2] = 1.F; /* Max X */
52 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 28 tex2oord[3] = 1.F; /* Max Y */
53 29
54 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 30 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
55#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 31#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
56 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 32 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
57#else 33#else
58 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 34 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
59#endif 35#endif
60 ); 36 );
37
61 if (image == NULL) 38 if (image == NULL)
62 {
63 return 0; 39 return 0;
64 }
65 40
66 /* Save the alpha blending attributes */ 41 /* Save the alpha blending attributes */
67 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 42 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
68 saved_alpha = surface->format->alpha; 43 saved_alpha = surface->format->alpha;
69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 44 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
70 {
71 SDL_SetAlpha (surface, 0, 0); 45 SDL_SetAlpha (surface, 0, 0);
72 }
73 46
74 /* Copy the surface into the GL texture image */ 47 /* Copy the surface into the GL texture image */
75 area.x = 0; 48 area.x = 0;
76 area.y = 0; 49 area.y = 0;
77 area.w = surface->w; 50 area.w = surface->w;
78 area.h = surface->h; 51 area.h = surface->h;
79 SDL_BlitSurface (surface, &area, image, &area); 52 SDL_BlitSurface (surface, &area, image, &area);
80 53
81 /* Restore the alpha blending attributes */ 54 /* Restore the alpha blending attributes */
82 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 55 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
83 {
84 SDL_SetAlpha (surface, saved_flags, saved_alpha); 56 SDL_SetAlpha (surface, saved_flags, saved_alpha);
85 }
86 57
87 /* Create an OpenGL texture for the image */ 58 /* Create an OpenGL texture for the image */
88 glGenTextures (1, &textur); 59 glGenTextures (1, &name);
89 glBindTexture (GL_TEXTURE_2D, textur); 60 glBindTexture (GL_TEXTURE_2D, name);
90 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 61 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
91 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 62 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
92 glTexImage2D (GL_TEXTURE_2D, 64 glTexImage2D (GL_TEXTURE_2D,
93 0, 65 0,
94 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 66 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
95 SDL_FreeSurface (image); /* No longer needed */ 67 SDL_FreeSurface (image); /* No longer needed */
96 68
97 return textur; 69 return name;
98} 70}
99 71
72void material::enable (view &ctx)
73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap;
100 75
101CGcontext cgc; 76 pass::matmap_t::iterator i = matmap.find (this);
102void init_shaders () { 77 shader::program_object *p;
103 cgc = cgCreateContext (); 78
79 if (i == matmap.end ())
80 {
81 shader::program_object po;
82
83 shader::shader_builder::start ();
84 vsh (ctx);
85
86 if (ctx.pass_data->l)
87 ctx.pass_data->l->vsh ();
88
89 po->vsh->compile (shader::shader_builder::stop ());
90
91 shader::shader_builder::start ();
92 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.);
93 fsh (ctx);
94 po->fsh->compile (shader::shader_builder::stop ());
95
96 po->link ();
97
98 matmap.insert (pass::matmap_t::value_type (this, po));
99
100 p = &po;
101 }
102 else
103 p = &i->second;
104
105 (*p)->enable ();
104} 106}
107
108void material::disable (view &ctx)
109{
110}
111
112test_material::test_material ()
113//: tex ("textures/osama.jpg"), texvar (tex.name)
114: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
116{
117}
118
119static shader::varying_3f normal, lightvec;
120static shader::varying_2f texcoord;
121
122void test_material::vsh (view &ctx)
123{
124 using namespace shader::compile;
125
126 std_vsh ();
127
128 if (ctx.pass_data->l)
129 {
130 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 }
134}
135
136void test_material::fsh (view &ctx)
137{
138 using namespace shader::compile;
139
140 if (ctx.pass_data->l)
141 {
142 temp_3f lc;
143 temp_1f fac;
144
145 lc = (*ctx.pass_data->l)();
146
147 temp_3f rot1, rot2, rot3;
148
149 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
150
151 //rot1 = normal_matrix * rot1;
152
153 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
154 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
155
156 normal = mat3 (rot1, rot2, rot3) * normal;
157
158 fac = dot (normalize (normal), normalize (lightvec));
159 fac = max (pow (max (fac, 0.0), 6), 0.3);
160 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac;
161 //xyz (fout.frag_color) = lc * fac;
162 }
163}
164
165void test_material::enable (view &ctx)
166{
167 material::enable (ctx);
168 texvar->enable ();
169 normvar->enable ();
170}
171
172void test_material::disable (view &ctx)
173{
174 normvar->disable ();
175 texvar->disable ();
176 material::disable (ctx);
177}
178
179test_material *testmat;
180

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