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69 | { |
69 | { |
70 | } |
70 | } |
71 | |
71 | |
72 | void material::enable (view &ctx) |
72 | void 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 | |
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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; |
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94 | |
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95 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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96 | lz = z (vout.position); |
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97 | #if 0 |
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98 | lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; |
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99 | #else |
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100 | lz = ifelse (lz <= 0, |
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101 | 0, |
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102 | log (lz + 1) / log (1e30) |
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103 | ) - 1; |
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104 | #endif |
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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 | |
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103 | fsh (ctx); |
115 | fsh (ctx); |
104 | } |
116 | } |
105 | else |
117 | else |
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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 (); |
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130 | |
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131 | if (ctx.pass->l) |
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132 | ctx.pass->l->enable (); |
117 | } |
133 | } |
118 | |
134 | |
119 | void material::disable (view &ctx) |
135 | void material::disable (view &ctx) |
120 | { |
136 | { |
121 | } |
137 | } |
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128 | } |
144 | } |
129 | |
145 | |
130 | static shader::varying_3f normal; |
146 | static shader::varying_3f normal; |
131 | static shader::varying_2f texcoord; |
147 | static shader::varying_2f texcoord; |
132 | |
148 | |
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149 | void test_material2::vsh (view &ctx) |
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150 | { |
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151 | using namespace shader::compile; |
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152 | std_vsh (); |
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153 | |
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154 | if (ctx.pass->l) |
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155 | { |
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156 | normal = normal_matrix * vin.normal; |
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157 | } |
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158 | } |
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159 | |
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160 | void test_material2::fsh (view &ctx) |
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161 | { |
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162 | using namespace shader::compile; |
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163 | |
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164 | if (ctx.pass->l) |
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165 | { |
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166 | temp_1f fac; |
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167 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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168 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * fac;//normalize (ctx.pass->l->sh_lightvec); |
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169 | } |
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170 | } |
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171 | |
133 | void test_material::vsh (view &ctx) |
172 | void test_material::vsh (view &ctx) |
134 | { |
173 | { |
135 | using namespace shader::compile; |
174 | using namespace shader::compile; |
136 | |
175 | |
137 | std_vsh (); |
176 | std_vsh (); |
138 | |
177 | |
139 | if (ctx.pass_data->l) |
178 | if (ctx.pass->l) |
140 | { |
179 | { |
141 | texcoord = xy (vin.tex_coord[0]); |
180 | texcoord = xy (vin.tex_coord[0]); |
142 | normal = normal_matrix * vin.normal; |
181 | normal = normal_matrix * vin.normal; |
143 | } |
182 | } |
144 | } |
183 | } |
145 | |
184 | |
146 | void test_material::fsh (view &ctx) |
185 | void test_material::fsh (view &ctx) |
147 | { |
186 | { |
148 | using namespace shader::compile; |
187 | using namespace shader::compile; |
149 | |
188 | |
150 | if (ctx.pass_data->l) |
189 | if (ctx.pass->l) |
151 | { |
190 | { |
152 | temp_3f lc; |
191 | temp_3f lc; |
153 | temp_1f fac; |
192 | temp_1f fac; |
154 | |
193 | |
155 | temp_3f rot1, rot2, rot3; |
194 | temp_3f rot1, rot2, rot3; |
… | |
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161 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
200 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
162 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
201 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
163 | |
202 | |
164 | normal = mat3 (rot1, rot2, rot3) * normal; |
203 | normal = mat3 (rot1, rot2, rot3) * normal; |
165 | |
204 | |
166 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
205 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
167 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
206 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
168 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
207 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
169 | * ctx.pass_data->l->sh_colour; |
208 | * ctx.pass->l->sh_colour; |
170 | //xyz (fout.frag_color) = lc * fac; |
209 | //xyz (fout.frag_color) = lc * fac; |
171 | } |
210 | } |
172 | } |
211 | } |
173 | |
212 | |
174 | void test_material::enable (view &ctx) |
213 | void test_material::enable (view &ctx) |
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184 | texvar->disable (); |
223 | texvar->disable (); |
185 | material::disable (ctx); |
224 | material::disable (ctx); |
186 | } |
225 | } |
187 | |
226 | |
188 | test_material *testmat; |
227 | test_material *testmat; |
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228 | test_material2 *testmat2; |
189 | |
229 | |