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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 1.51 by root, Fri Nov 26 03:48:40 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) = clamp (
98 ifelse (lz <= 0,
99 lz,
100 log (lz + 1) * (2 / log (1e10))
101 ) - 1,
102 -1.F, +1.F
103 ) * w (vout.position);
97 } 104 }
98 105
99 vsh_src = shader::shader_builder::stop (); 106 vsh_src = shader::shader_builder::stop ();
100 107
101 shader::shader_builder::start (); 108 shader::shader_builder::start ();
102 109
103 if (ctx.pass_data->l) 110 if (ctx.pass->l)
104 { 111 {
105 ctx.pass_data->l->fsh (); 112 ctx.pass->l->fsh ();
106 113
107 fsh (ctx); 114 fsh (ctx);
108 } 115 }
109 else 116 else
110 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 117 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
111 118
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 (); 119 fsh_src = shader::shader_builder::stop ();
120 120
121 shader::program_object po = shader::get_program (vsh_src, fsh_src); 121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass::matmap_t::value_type (this, po)); 122 matmap.insert (pass_data::matmap_t::value_type (this, po));
123 123
124 po->enable (); 124 po->enable ();
125 } 125 }
126 else 126 else
127 i->second->enable (); 127 i->second->enable ();
128
129 if (ctx.pass->l)
130 ctx.pass->l->enable ();
128} 131}
129 132
130void material::disable (view &ctx) 133void material::disable (view &ctx)
131{ 134{
132} 135}
145{ 148{
146 using namespace shader::compile; 149 using namespace shader::compile;
147 150
148 std_vsh (); 151 std_vsh ();
149 152
150 if (ctx.pass_data->l) 153 if (ctx.pass->l)
151 { 154 {
152 texcoord = xy (vin.tex_coord[0]); 155 texcoord = xy (vin.tex_coord[0]);
153 normal = normal_matrix * vin.normal; 156 normal = normal_matrix * vin.normal;
154 } 157 }
155} 158}
156 159
157void test_material::fsh (view &ctx) 160void test_material::fsh (view &ctx)
158{ 161{
159 using namespace shader::compile; 162 using namespace shader::compile;
160 163
161 if (ctx.pass_data->l) 164 if (ctx.pass->l)
162 { 165 {
163 temp_3f lc; 166 temp_3f lc;
164 temp_1f fac; 167 temp_1f fac;
165 168
166 temp_3f rot1, rot2, rot3; 169 temp_3f rot1, rot2, rot3;
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 175 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 176 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174 177
175 normal = mat3 (rot1, rot2, rot3) * normal; 178 normal = mat3 (rot1, rot2, rot3) * normal;
176 179
177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 180 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
178 fac = max (pow (max (fac, 0.0), 6), 0.3); 181 fac = max (pow (max (fac, 0.0), 6), 0.3);
179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 182 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour; 183 * ctx.pass->l->sh_colour;
181 //xyz (fout.frag_color) = lc * fac; 184 //xyz (fout.frag_color) = lc * fac;
182 } 185 }
183} 186}
184 187
185void test_material::enable (view &ctx) 188void test_material::enable (view &ctx)

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