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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.44 by root, Sat Nov 6 14:49:03 2004 UTC vs.
Revision 1.50 by root, Sun Nov 7 22:40:58 2004 UTC

69{ 69{
70} 70}
71 71
72void material::enable (view &ctx) 72void material::enable (view &ctx)
73{ 73{
74 static shader::compile::varying_1f Z;//D
75
76 pass::matmap_t &matmap = ctx.pass_data->matmap; 74 pass_data::matmap_t &matmap = ctx.pass->matmap;
77 75
78 pass::matmap_t::iterator i = matmap.find (this); 76 pass_data::matmap_t::iterator i = matmap.find (this);
79 77
80 if (i == matmap.end ()) 78 if (i == matmap.end ())
81 { 79 {
82 string vsh_src, fsh_src; 80 string vsh_src, fsh_src;
83 81
84 shader::shader_builder::start (); 82 shader::shader_builder::start ();
85 83
86 if (ctx.pass_data->l) 84 if (ctx.pass->l)
87 ctx.pass_data->l->vsh (); 85 ctx.pass->l->vsh ();
88 86
89 vsh (ctx); 87 vsh (ctx);
90 88
89 // compute logarithmic depth - see the frustum matrix in view.C
91 { 90 {
92 using namespace shader::compile; 91 using namespace shader::compile;
93 92
94 Z = pow (z (vout.position) / 2.F, 0.2); 93 temp_1f lz;
95 z (vout.position) = (Z * 2 - 1) * w (vout.position); 94
96 //z (vout.position) = z (vout.position) - 1; 95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 z (vout.position) = (ifelse (
98 lz < 0,
99 lz,
100 log (lz) * (2 / log (1e10))
101 ) - 1) * w (vout.position);
97 } 102 }
98 103
99 vsh_src = shader::shader_builder::stop (); 104 vsh_src = shader::shader_builder::stop ();
100 105
101 shader::shader_builder::start (); 106 shader::shader_builder::start ();
102 107
103 if (ctx.pass_data->l) 108 if (ctx.pass->l)
104 { 109 {
105 ctx.pass_data->l->fsh (); 110 ctx.pass->l->fsh ();
106 111
107 fsh (ctx); 112 fsh (ctx);
108 } 113 }
109 else 114 else
110 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
111 116
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 (); 117 fsh_src = shader::shader_builder::stop ();
120 118
121 shader::program_object po = shader::get_program (vsh_src, fsh_src); 119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass::matmap_t::value_type (this, po)); 120 matmap.insert (pass_data::matmap_t::value_type (this, po));
123 121
124 po->enable (); 122 po->enable ();
125 } 123 }
126 else 124 else
127 i->second->enable (); 125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
128} 129}
129 130
130void material::disable (view &ctx) 131void material::disable (view &ctx)
131{ 132{
132} 133}
145{ 146{
146 using namespace shader::compile; 147 using namespace shader::compile;
147 148
148 std_vsh (); 149 std_vsh ();
149 150
150 if (ctx.pass_data->l) 151 if (ctx.pass->l)
151 { 152 {
152 texcoord = xy (vin.tex_coord[0]); 153 texcoord = xy (vin.tex_coord[0]);
153 normal = normal_matrix * vin.normal; 154 normal = normal_matrix * vin.normal;
154 } 155 }
155} 156}
156 157
157void test_material::fsh (view &ctx) 158void test_material::fsh (view &ctx)
158{ 159{
159 using namespace shader::compile; 160 using namespace shader::compile;
160 161
161 if (ctx.pass_data->l) 162 if (ctx.pass->l)
162 { 163 {
163 temp_3f lc; 164 temp_3f lc;
164 temp_1f fac; 165 temp_1f fac;
165 166
166 temp_3f rot1, rot2, rot3; 167 temp_3f rot1, rot2, rot3;
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174 175
175 normal = mat3 (rot1, rot2, rot3) * normal; 176 normal = mat3 (rot1, rot2, rot3) * normal;
176 177
177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
178 fac = max (pow (max (fac, 0.0), 6), 0.3); 179 fac = max (pow (max (fac, 0.0), 6), 0.3);
179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour; 181 * ctx.pass->l->sh_colour;
181 //xyz (fout.frag_color) = lc * fac; 182 //xyz (fout.frag_color) = lc * fac;
182 } 183 }
183} 184}
184 185
185void test_material::enable (view &ctx) 186void test_material::enable (view &ctx)

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