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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.2 by root, Sun Oct 10 14:18:58 2004 UTC vs.
Revision 1.45 by root, Sun Nov 7 02:28:18 2004 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
10
11GLuint
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13{
14 GLuint name;
15 SDL_Surface *image;
16 SDL_Rect area;
17 Uint32 saved_flags;
18 Uint8 saved_alpha;
19
20 /* Use the surface width and height expanded to powers of 2 */
21 tex2oord[0] = 0.F; /* Min X */
22 tex2oord[1] = 0.F; /* Min Y */
23 tex2oord[2] = 1.F; /* Max X */
24 tex2oord[3] = 1.F; /* Max Y */
25
26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29#else
30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31#endif
32 );
33
34 if (image == NULL)
35 return 0;
36
37 /* Save the alpha blending attributes */
38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39 saved_alpha = surface->format->alpha;
40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 SDL_SetAlpha (surface, 0, 0);
42
43 /* Copy the surface into the GL texture image */
44 area.x = 0;
45 area.y = 0;
46 area.w = surface->w;
47 area.h = surface->h;
48 SDL_BlitSurface (surface, &area, image, &area);
49
50 /* Restore the alpha blending attributes */
51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53
54 /* Create an OpenGL texture for the image */
55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D,
61 0,
62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
63 SDL_FreeSurface (image); /* No longer needed */
64
65 return name;
66}
3 67
4material::~material () 68material::~material ()
5{ 69{
6} 70}
7 71
8void simple_material::begin () 72void material::enable (view &ctx)
9{ 73{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 74 pass::matmap_t &matmap = ctx.pass_data->matmap;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15 75
16void simple_material::end () 76 pass::matmap_t::iterator i = matmap.find (this);
17{
18}
19 77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
20 81
82 shader::shader_builder::start ();
83
84 if (ctx.pass_data->l)
85 ctx.pass_data->l->vsh ();
86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
90 {
91 using namespace shader::compile;
92
93 z (vout.position) = (log2 (max (z (vout.position), 0)) * (2 / log2 (1e10)) - 1) * w (vout.position);
94 }
95
96 vsh_src = shader::shader_builder::stop ();
97
98 shader::shader_builder::start ();
99
100 if (ctx.pass_data->l)
101 {
102 ctx.pass_data->l->fsh ();
103
104 fsh (ctx);
105 }
106 else
107 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
108
109 {
110 using namespace shader::compile;
111 //x (fout.frag_color) = Z;//D
112 //y (fout.frag_color) = Z;//D
113 //z (fout.frag_color) = Z;//D
114 }
115
116 fsh_src = shader::shader_builder::stop ();
117
118 shader::program_object po = shader::get_program (vsh_src, fsh_src);
119 matmap.insert (pass::matmap_t::value_type (this, po));
120
121 po->enable ();
122 }
123 else
124 i->second->enable ();
125
126 if (ctx.pass_data->l)
127 ctx.pass_data->l->enable ();
128}
129
130void material::disable (view &ctx)
131{
132}
133
134test_material::test_material ()
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)
138{
139}
140
141static shader::varying_3f normal;
142static shader::varying_2f texcoord;
143
144void test_material::vsh (view &ctx)
145{
146 using namespace shader::compile;
147
148 std_vsh ();
149
150 if (ctx.pass_data->l)
151 {
152 texcoord = xy (vin.tex_coord[0]);
153 normal = normal_matrix * vin.normal;
154 }
155}
156
157void test_material::fsh (view &ctx)
158{
159 using namespace shader::compile;
160
161 if (ctx.pass_data->l)
162 {
163 temp_3f lc;
164 temp_1f fac;
165
166 temp_3f rot1, rot2, rot3;
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);
179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour;
181 //xyz (fout.frag_color) = lc * fac;
182 }
183}
184
185void test_material::enable (view &ctx)
186{
187 material::enable (ctx);
188 texvar->enable ();
189 normvar->enable ();
190}
191
192void test_material::disable (view &ctx)
193{
194 normvar->disable ();
195 texvar->disable ();
196 material::disable (ctx);
197}
198
199test_material *testmat;
200

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