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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 1.54 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 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
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
96 //z (vout.position) = z (vout.position) - 1; 105 z (vout.position) = lz * w (vout.position);
97 } 106 }
98 107
99 vsh_src = shader::shader_builder::stop (); 108 vsh_src = shader::shader_builder::stop ();
100 109
101 shader::shader_builder::start (); 110 shader::shader_builder::start ();
102 111
103 if (ctx.pass_data->l) 112 if (ctx.pass->l)
104 { 113 {
105 ctx.pass_data->l->fsh (); 114 ctx.pass->l->fsh ();
106
107 fsh (ctx); 115 fsh (ctx);
108 } 116 }
109 else 117 else
118 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
110 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.);
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 }
118 120
119 fsh_src = shader::shader_builder::stop (); 121 fsh_src = shader::shader_builder::stop ();
120 122
121 shader::program_object po = shader::get_program (vsh_src, fsh_src); 123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass::matmap_t::value_type (this, po)); 124 matmap.insert (pass_data::matmap_t::value_type (this, po));
123 125
124 po->enable (); 126 po->enable ();
125 } 127 }
126 else 128 else
127 i->second->enable (); 129 i->second->enable ();
130
131 if (ctx.pass->l)
132 ctx.pass->l->enable ();
128} 133}
129 134
130void material::disable (view &ctx) 135void material::disable (view &ctx)
131{ 136{
132} 137}
145{ 150{
146 using namespace shader::compile; 151 using namespace shader::compile;
147 152
148 std_vsh (); 153 std_vsh ();
149 154
150 if (ctx.pass_data->l) 155 if (ctx.pass->l)
151 { 156 {
152 texcoord = xy (vin.tex_coord[0]); 157 texcoord = xy (vin.tex_coord[0]);
153 normal = normal_matrix * vin.normal; 158 normal = normal_matrix * vin.normal;
154 } 159 }
155} 160}
156 161
157void test_material::fsh (view &ctx) 162void test_material::fsh (view &ctx)
158{ 163{
159 using namespace shader::compile; 164 using namespace shader::compile;
160 165
161 if (ctx.pass_data->l) 166 if (ctx.pass->l)
162 { 167 {
163 temp_3f lc; 168 temp_3f lc;
164 temp_1f fac; 169 temp_1f fac;
165 170
166 temp_3f rot1, rot2, rot3; 171 temp_3f rot1, rot2, rot3;
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174 179
175 normal = mat3 (rot1, rot2, rot3) * normal; 180 normal = mat3 (rot1, rot2, rot3) * normal;
176 181
177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 182 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
178 fac = max (pow (max (fac, 0.0), 6), 0.3); 183 fac = max (pow (max (fac, 0.0), 6), 0.3);
179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour; 185 * ctx.pass->l->sh_colour;
181 //xyz (fout.frag_color) = lc * fac; 186 //xyz (fout.frag_color) = lc * fac;
182 } 187 }
183} 188}
184 189
185void test_material::enable (view &ctx) 190void test_material::enable (view &ctx)

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