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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.17 by root, Fri Oct 29 16:05:21 2004 UTC vs.
Revision 1.41 by root, Sat Nov 6 01:56:20 2004 UTC

3 3
4#include <algorithm> 4#include <algorithm>
5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h"
8#include "util.h" 9#include "util.h"
9
10material::~material ()
11{
12}
13
14void
15simple_material::enable ()
16{
17 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
18 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
19 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
20 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
21}
22
23void
24simple_material::disable ()
25{
26}
27 10
28GLuint 11GLuint
29texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
30{ 13{
31 GLuint name; 14 GLuint name;
32 int w, h;
33 SDL_Surface *image; 15 SDL_Surface *image;
34 SDL_Rect area; 16 SDL_Rect area;
35 Uint32 saved_flags; 17 Uint32 saved_flags;
36 Uint8 saved_alpha; 18 Uint8 saved_alpha;
37 19
38 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
39 //w = power_of_two (surface->w);
40 //h = power_of_two (surface->h);
41 w = power_of_two (surface->w);
42 h = power_of_two (surface->h);
43 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
44 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
45 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
46 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
47 25
48 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
49#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
50 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
51#else 29#else
52 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
53#endif 31#endif
79 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
80 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);
81 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
82 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
83 0, 61 0,
84 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
85 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
86 64
87 return name; 65 return name;
88} 66}
89 67
90test_material::test_material () 68material::~material ()
91: tex ("textures/osama.jpg"), texvar (tex.name)
92{ 69{
93 using namespace shader;
94
95 p.vsh->start ();
96
97 temp_4f lightpos;
98 temp_4f wpos;
99
100 //lightpos = shader::vec4 (0, 10, 0, 1);
101 vout.position = shader::gl.model_view_projection_matrix * vin.vertex;
102 vout.tex_coord[0] = vin.tex_coord[0];
103 //vout.tex_coord[1] = normalize (lightpos - wpos);
104 //vout.tex_coord[2] = normalize (wpos);
105 //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal);
106 //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos);
107
108 p.vsh->end ();
109 p.vsh->compile ();
110
111 fragment_shader fsh;
112
113 p.fsh->start ();
114
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]);
116
117 p.fsh->end ();
118 p.fsh->compile ();
119 p.link ();
120} 70}
121 71
122void test_material::enable () 72void material::enable (view &ctx)
123{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap;
75
76 pass::matmap_t::iterator i = matmap.find (this);
77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83
84 if (ctx.pass_data->l)
85 ctx.pass_data->l->vsh ();
86
87 vsh (ctx);
88
89 {
90 using namespace shader::compile;
91
92 //z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position);
93 }
94
95 vsh_src = shader::shader_builder::stop ();
96
97 shader::shader_builder::start ();
98
99 if (ctx.pass_data->l)
100 {
101 ctx.pass_data->l->fsh ();
102
103 fsh (ctx);
104 }
105 else
106 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
107
108 fsh_src = shader::shader_builder::stop ();
109
110 shader::program_object po = shader::get_program (vsh_src, fsh_src);
111 matmap.insert (pass::matmap_t::value_type (this, po));
112
124 p.enable (); 113 po->enable ();
125 texvar->enable (); 114 }
115 else
116 i->second->enable ();
126} 117}
127 118
128void test_material::disable () 119void material::disable (view &ctx)
129{ 120{
130 texvar->disable ();
131 p.disable ();
132} 121}
133 122
123test_material::test_material ()
124//: tex ("textures/osama.jpg"), texvar (tex.name)
125: tex ("textures/rockwall.jpg"), texvar (tex.name)
126, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
127{
128}
129
130static shader::varying_3f normal;
131static shader::varying_2f texcoord;
132
133void test_material::vsh (view &ctx)
134{
135 using namespace shader::compile;
136
137 std_vsh ();
138
139 if (ctx.pass_data->l)
140 {
141 texcoord = xy (vin.tex_coord[0]);
142 normal = normal_matrix * vin.normal;
143 }
144}
145
146void test_material::fsh (view &ctx)
147{
148 using namespace shader::compile;
149
150 if (ctx.pass_data->l)
151 {
152 temp_3f lc;
153 temp_1f fac;
154
155 temp_3f rot1, rot2, rot3;
156
157 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
158
159 //rot1 = normal_matrix * rot1;
160
161 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
162 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
163
164 normal = mat3 (rot1, rot2, rot3) * normal;
165
166 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
167 fac = max (pow (max (fac, 0.0), 6), 0.3);
168 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
169 * ctx.pass_data->l->sh_colour;
170 //xyz (fout.frag_color) = lc * fac;
171 }
172}
173
174void test_material::enable (view &ctx)
175{
176 material::enable (ctx);
177 texvar->enable ();
178 normvar->enable ();
179}
180
181void test_material::disable (view &ctx)
182{
183 normvar->disable ();
184 texvar->disable ();
185 material::disable (ctx);
186}
187
188test_material *testmat;
189

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