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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.41 by root, Sat Nov 6 01:56:20 2004 UTC vs.
Revision 1.54 by root, Sat Dec 11 00:17:28 2004 UTC

69{ 69{
70} 70}
71 71
72void material::enable (view &ctx) 72void material::enable (view &ctx)
73{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 75
76 pass::matmap_t::iterator i = matmap.find (this); 76 pass_data::matmap_t::iterator i = matmap.find (this);
77 77
78 if (i == matmap.end ()) 78 if (i == matmap.end ())
79 { 79 {
80 string vsh_src, fsh_src; 80 string vsh_src, fsh_src;
81 81
82 shader::shader_builder::start (); 82 shader::shader_builder::start ();
83 83
84 if (ctx.pass_data->l) 84 if (ctx.pass->l)
85 ctx.pass_data->l->vsh (); 85 ctx.pass->l->vsh ();
86 86
87 vsh (ctx); 87 vsh (ctx);
88 88
89 // compute logarithmic depth - see the frustum matrix in view.C
89 { 90 {
90 using namespace shader::compile; 91 using namespace shader::compile;
91 92
92 //z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); 93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97#if 0
98 lz = (log (max (lz, 0) + 1) / log (1e18)) - 1;
99#else
100 lz = ifelse (lz <= 0,
101 0,
102 log (lz + 1) / log (1e18)
103 ) - 1;
104#endif
105 z (vout.position) = lz * w (vout.position);
93 } 106 }
94 107
95 vsh_src = shader::shader_builder::stop (); 108 vsh_src = shader::shader_builder::stop ();
96 109
97 shader::shader_builder::start (); 110 shader::shader_builder::start ();
98 111
99 if (ctx.pass_data->l) 112 if (ctx.pass->l)
100 { 113 {
101 ctx.pass_data->l->fsh (); 114 ctx.pass->l->fsh ();
102
103 fsh (ctx); 115 fsh (ctx);
104 } 116 }
105 else 117 else
118 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
106 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 119 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
107 120
108 fsh_src = shader::shader_builder::stop (); 121 fsh_src = shader::shader_builder::stop ();
109 122
110 shader::program_object po = shader::get_program (vsh_src, fsh_src); 123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
111 matmap.insert (pass::matmap_t::value_type (this, po)); 124 matmap.insert (pass_data::matmap_t::value_type (this, po));
112 125
113 po->enable (); 126 po->enable ();
114 } 127 }
115 else 128 else
116 i->second->enable (); 129 i->second->enable ();
130
131 if (ctx.pass->l)
132 ctx.pass->l->enable ();
117} 133}
118 134
119void material::disable (view &ctx) 135void material::disable (view &ctx)
120{ 136{
121} 137}
134{ 150{
135 using namespace shader::compile; 151 using namespace shader::compile;
136 152
137 std_vsh (); 153 std_vsh ();
138 154
139 if (ctx.pass_data->l) 155 if (ctx.pass->l)
140 { 156 {
141 texcoord = xy (vin.tex_coord[0]); 157 texcoord = xy (vin.tex_coord[0]);
142 normal = normal_matrix * vin.normal; 158 normal = normal_matrix * vin.normal;
143 } 159 }
144} 160}
145 161
146void test_material::fsh (view &ctx) 162void test_material::fsh (view &ctx)
147{ 163{
148 using namespace shader::compile; 164 using namespace shader::compile;
149 165
150 if (ctx.pass_data->l) 166 if (ctx.pass->l)
151 { 167 {
152 temp_3f lc; 168 temp_3f lc;
153 temp_1f fac; 169 temp_1f fac;
154 170
155 temp_3f rot1, rot2, rot3; 171 temp_3f rot1, rot2, rot3;
161 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
162 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
163 179
164 normal = mat3 (rot1, rot2, rot3) * normal; 180 normal = mat3 (rot1, rot2, rot3) * normal;
165 181
166 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 182 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
167 fac = max (pow (max (fac, 0.0), 6), 0.3); 183 fac = max (pow (max (fac, 0.0), 6), 0.3);
168 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
169 * ctx.pass_data->l->sh_colour; 185 * ctx.pass->l->sh_colour;
170 //xyz (fout.frag_color) = lc * fac; 186 //xyz (fout.frag_color) = lc * fac;
171 } 187 }
172} 188}
173 189
174void test_material::enable (view &ctx) 190void test_material::enable (view &ctx)

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