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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.18 by root, Fri Oct 29 17:21:54 2004 UTC vs.
Revision 1.44 by root, Sat Nov 6 14:49:03 2004 UTC

6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h" 8#include "view.h"
9#include "util.h" 9#include "util.h"
10 10
11material::~material ()
12{
13}
14
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
33 int w, h;
34 SDL_Surface *image; 15 SDL_Surface *image;
35 SDL_Rect area; 16 SDL_Rect area;
36 Uint32 saved_flags; 17 Uint32 saved_flags;
37 Uint8 saved_alpha; 18 Uint8 saved_alpha;
38 19
39 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
40 //w = power_of_two (surface->w);
41 //h = power_of_two (surface->h);
42 w = power_of_two (surface->w);
43 h = power_of_two (surface->h);
44 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
45 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
46 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
47 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
48 25
49 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
50#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
51 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
52#else 29#else
53 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
54#endif 31#endif
80 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
81 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);
82 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
83 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
84 0, 61 0,
85 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);
86 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
87 64
88 return name; 65 return name;
89} 66}
90 67
68material::~material ()
69{
70}
71
72void material::enable (view &ctx)
73{
74 static shader::compile::varying_1f Z;//D
75
76 pass::matmap_t &matmap = ctx.pass_data->matmap;
77
78 pass::matmap_t::iterator i = matmap.find (this);
79
80 if (i == matmap.end ())
81 {
82 string vsh_src, fsh_src;
83
84 shader::shader_builder::start ();
85
86 if (ctx.pass_data->l)
87 ctx.pass_data->l->vsh ();
88
89 vsh (ctx);
90
91 {
92 using namespace shader::compile;
93
94 Z = pow (z (vout.position) / 2.F, 0.2);
95 z (vout.position) = (Z * 2 - 1) * w (vout.position);
96 //z (vout.position) = z (vout.position) - 1;
97 }
98
99 vsh_src = shader::shader_builder::stop ();
100
101 shader::shader_builder::start ();
102
103 if (ctx.pass_data->l)
104 {
105 ctx.pass_data->l->fsh ();
106
107 fsh (ctx);
108 }
109 else
110 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
111
112 {
113 using namespace shader::compile;
114 //x (fout.frag_color) = Z;//D
115 //y (fout.frag_color) = Z;//D
116 //z (fout.frag_color) = Z;//D
117 }
118
119 fsh_src = shader::shader_builder::stop ();
120
121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass::matmap_t::value_type (this, po));
123
124 po->enable ();
125 }
126 else
127 i->second->enable ();
128}
129
130void material::disable (view &ctx)
131{
132}
133
91test_material::test_material () 134test_material::test_material ()
92: tex ("textures/osama.jpg"), texvar (tex.name) 135//: tex ("textures/osama.jpg"), texvar (tex.name)
136: tex ("textures/rockwall.jpg"), texvar (tex.name)
137, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
93{ 138{
139}
140
141static shader::varying_3f normal;
142static shader::varying_2f texcoord;
143
144void test_material::vsh (view &ctx)
145{
94 using namespace shader; 146 using namespace shader::compile;
95 147
96 p.vsh->start (); 148 std_vsh ();
97 149
98 temp_4f wpos; 150 if (ctx.pass_data->l)
99 151 {
100 wpos = shader::gl.model_view_projection_matrix * vin.vertex;
101
102 vout.position = wpos;
103 vout.tex_coord[0] = vin.tex_coord[0]; 152 texcoord = xy (vin.tex_coord[0]);
104 vout.tex_coord[1] = shader::gl.model_view_matrix * shader::vec4 (x (vin.normal), y(vin.normal), z(vin.normal), 0); 153 normal = normal_matrix * vin.normal;
154 }
155}
105 156
106 p.vsh->end (); 157void test_material::fsh (view &ctx)
107 p.vsh->compile (); 158{
159 using namespace shader::compile;
108 160
109 p.fsh->start (); 161 if (ctx.pass_data->l)
110 162 {
163 temp_3f lc;
111 temp_1f fac; 164 temp_1f fac;
112 165
113 fac = max (dot (fin.tex_coord[1], lightpos), 0.0); 166 temp_3f rot1, rot2, rot3;
114 fac = pow (fac, 3); 167
168 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
169
170 //rot1 = normal_matrix * rot1;
171
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174
175 normal = mat3 (rot1, rot2, rot3) * normal;
176
177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
178 fac = max (pow (max (fac, 0.0), 6), 0.3);
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * (fac + 0.3); 179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
116 180 * ctx.pass_data->l->sh_colour;
117 p.fsh->end (); 181 //xyz (fout.frag_color) = lc * fac;
118 p.fsh->compile (); 182 }
119 p.link ();
120} 183}
121 184
122void test_material::enable (view &ctx) 185void test_material::enable (view &ctx)
123{ 186{
124 p.enable (); 187 material::enable (ctx);
125 lightpos->set (-ctx.d);
126 texvar->enable (); 188 texvar->enable ();
189 normvar->enable ();
127} 190}
128 191
129void test_material::disable (view &ctx) 192void test_material::disable (view &ctx)
130{ 193{
194 normvar->disable ();
131 texvar->disable (); 195 texvar->disable ();
132 p.disable (); 196 material::disable (ctx);
133} 197}
134 198
199test_material *testmat;
200

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