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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 1.58 by root, Mon Feb 7 08:51:18 2005 UTC

55 glGenTextures (1, &name); 55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 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);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
61 0,
62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
63 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
64 63
65 return name; 64 return name;
66} 65}
69{ 68{
70} 69}
71 70
72void material::enable (view &ctx) 71void material::enable (view &ctx)
73{ 72{
74 static shader::compile::varying_1f Z;//D
75
76 pass::matmap_t &matmap = ctx.pass_data->matmap; 73 pass_data::matmap_t &matmap = ctx.pass->matmap;
77 74
78 pass::matmap_t::iterator i = matmap.find (this); 75 pass_data::matmap_t::iterator i = matmap.find (this);
79 76
80 if (i == matmap.end ()) 77 if (i == matmap.end ())
81 { 78 {
82 string vsh_src, fsh_src; 79 string vsh_src, fsh_src;
83 80
84 shader::shader_builder::start (); 81 shader::shader_builder::start ();
85 82
86 if (ctx.pass_data->l) 83 if (ctx.pass->l)
87 ctx.pass_data->l->vsh (); 84 ctx.pass->l->vsh ();
88 85
89 vsh (ctx); 86 vsh (ctx);
90 87
88 // compute logarithmic depth - see the frustum matrix in view.C
91 { 89 {
92 using namespace shader::compile; 90 using namespace shader::compile;
93 91
94 Z = pow (z (vout.position) / 2.F, 0.2); 92 temp_1f lz;
95 z (vout.position) = (Z * 2 - 1) * w (vout.position); 93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
96 //z (vout.position) = z (vout.position) - 1; 104 z (vout.position) = lz * w (vout.position);
97 } 105 }
98 106
99 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
100 108
101 shader::shader_builder::start (); 109 shader::shader_builder::start ();
102 110
103 if (ctx.pass_data->l) 111 if (ctx.pass->l)
104 { 112 {
105 ctx.pass_data->l->fsh (); 113 ctx.pass->l->fsh ();
106
107 fsh (ctx); 114 fsh (ctx);
108 } 115 }
109 else 116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
110 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 118 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 }
118 119
119 fsh_src = shader::shader_builder::stop (); 120 fsh_src = shader::shader_builder::stop ();
120 121
121 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
123 124
124 po->enable (); 125 po->enable ();
125 } 126 }
126 else 127 else
127 i->second->enable (); 128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
128} 132}
129 133
130void material::disable (view &ctx) 134void material::disable (view &ctx)
131{ 135{
132} 136}
136: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
137, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
138{ 142{
139} 143}
140 144
145void mat_gouraud_shaded::enable (view &ctx)
146{
147 material::enable (ctx);
148
149 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
150}
151
152void mat_gouraud_shaded::disable (view &ctx)
153{
154 material::disable (ctx);
155}
156
157void mat_gouraud_shaded::vsh (view &ctx)
158{
159 using namespace shader::compile;
160 std_vsh ();
161
162 if (ctx.pass->l)
163 f_normal = normal_matrix * vin.normal;
164}
165
166void mat_gouraud_shaded::fsh (view &ctx)
167{
168 using namespace shader::compile;
169
170 if (ctx.pass->l)
171 {
172 temp_1f fac;
173
174 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
175
176 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
177 }
178}
179
180static shader::varying_2f texcoord;
141static shader::varying_3f normal; 181static shader::varying_3f normal;
142static shader::varying_2f texcoord;
143 182
144void test_material::vsh (view &ctx) 183void test_material::vsh (view &ctx)
145{ 184{
146 using namespace shader::compile; 185 using namespace shader::compile;
147 186
148 std_vsh (); 187 std_vsh ();
149 188
150 if (ctx.pass_data->l) 189 if (ctx.pass->l)
151 { 190 {
152 texcoord = xy (vin.tex_coord[0]); 191 texcoord = xy (vin.tex_coord[0]);
153 normal = normal_matrix * vin.normal; 192 normal = normal_matrix * vin.normal;
154 } 193 }
155} 194}
156 195
157void test_material::fsh (view &ctx) 196void test_material::fsh (view &ctx)
158{ 197{
159 using namespace shader::compile; 198 using namespace shader::compile;
160 199
161 if (ctx.pass_data->l) 200 if (ctx.pass->l)
162 { 201 {
163 temp_3f lc; 202 temp_3f lc;
164 temp_1f fac; 203 temp_1f fac;
165 204
166 temp_3f rot1, rot2, rot3; 205 temp_3f rot1, rot2, rot3;
172 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 211 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
173 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 212 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
174 213
175 normal = mat3 (rot1, rot2, rot3) * normal; 214 normal = mat3 (rot1, rot2, rot3) * normal;
176 215
177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 216 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
178 fac = max (pow (max (fac, 0.0), 6), 0.3); 217 fac = max (pow (max (fac, 0.0), 6), 0.3);
179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 218 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour; 219 * ctx.pass->l->sh_colour;
181 //xyz (fout.frag_color) = lc * fac; 220 //xyz (fout.frag_color) = lc * fac;
182 } 221 }
183} 222}
184 223
185void test_material::enable (view &ctx) 224void test_material::enable (view &ctx)
195 texvar->disable (); 234 texvar->disable ();
196 material::disable (ctx); 235 material::disable (ctx);
197} 236}
198 237
199test_material *testmat; 238test_material *testmat;
239mat_gouraud_shaded *testmat2;
200 240

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