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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.39 by root, Fri Nov 5 19:55:15 2004 UTC vs.
Revision 1.45 by root, Sun Nov 7 02:28:18 2004 UTC

78 if (i == matmap.end ()) 78 if (i == matmap.end ())
79 { 79 {
80 string vsh_src, fsh_src; 80 string vsh_src, fsh_src;
81 81
82 shader::shader_builder::start (); 82 shader::shader_builder::start ();
83 vsh (ctx);
84 83
85 if (ctx.pass_data->l) 84 if (ctx.pass_data->l)
86 ctx.pass_data->l->vsh (); 85 ctx.pass_data->l->vsh ();
87 86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
88 { 90 {
89 using namespace shader::compile; 91 using namespace shader::compile;
90 92
91 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); 93 z (vout.position) = (log2 (max (z (vout.position), 0)) * (2 / log2 (1e10)) - 1) * w (vout.position);
92 } 94 }
93 95
94 vsh_src = shader::shader_builder::stop (); 96 vsh_src = shader::shader_builder::stop ();
95 97
98 shader::shader_builder::start ();
99
96 if (ctx.pass_data->l || 1) 100 if (ctx.pass_data->l)
97 { 101 {
98 shader::shader_builder::start (); 102 ctx.pass_data->l->fsh ();
99 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); 103
100 fsh (ctx); 104 fsh (ctx);
101
102 fsh_src = shader::shader_builder::stop ();
103 } 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 ();
104 117
105 shader::program_object po = shader::get_program (vsh_src, fsh_src); 118 shader::program_object po = shader::get_program (vsh_src, fsh_src);
106 matmap.insert (pass::matmap_t::value_type (this, po)); 119 matmap.insert (pass::matmap_t::value_type (this, po));
107 120
108 po->enable (); 121 po->enable ();
109 } 122 }
110 else 123 else
111 i->second->enable (); 124 i->second->enable ();
125
126 if (ctx.pass_data->l)
127 ctx.pass_data->l->enable ();
112} 128}
113 129
114void material::disable (view &ctx) 130void material::disable (view &ctx)
115{ 131{
116} 132}
120: tex ("textures/rockwall.jpg"), texvar (tex.name) 136: tex ("textures/rockwall.jpg"), texvar (tex.name)
121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 137, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{ 138{
123} 139}
124 140
125static shader::varying_3f normal, lightvec; 141static shader::varying_3f normal;
126static shader::varying_2f texcoord; 142static shader::varying_2f texcoord;
127 143
128void test_material::vsh (view &ctx) 144void test_material::vsh (view &ctx)
129{ 145{
130 using namespace shader::compile; 146 using namespace shader::compile;
133 149
134 if (ctx.pass_data->l) 150 if (ctx.pass_data->l)
135 { 151 {
136 texcoord = xy (vin.tex_coord[0]); 152 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal; 153 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 } 154 }
140} 155}
141 156
142void test_material::fsh (view &ctx) 157void test_material::fsh (view &ctx)
143{ 158{
146 if (ctx.pass_data->l) 161 if (ctx.pass_data->l)
147 { 162 {
148 temp_3f lc; 163 temp_3f lc;
149 temp_1f fac; 164 temp_1f fac;
150 165
151 lc = (*ctx.pass_data->l)();
152
153 temp_3f rot1, rot2, rot3; 166 temp_3f rot1, rot2, rot3;
154 167
155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 168 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
156 169
157 //rot1 = normal_matrix * rot1; 170 //rot1 = normal_matrix * rot1;
159 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 172 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
160 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 173 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
161 174
162 normal = mat3 (rot1, rot2, rot3) * normal; 175 normal = mat3 (rot1, rot2, rot3) * normal;
163 176
164 fac = dot (normalize (normal), normalize (lightvec)); 177 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
165 fac = max (pow (max (fac, 0.0), 6), 0.3); 178 fac = max (pow (max (fac, 0.0), 6), 0.3);
166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 179 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
180 * ctx.pass_data->l->sh_colour;
167 //xyz (fout.frag_color) = lc * fac; 181 //xyz (fout.frag_color) = lc * fac;
168 } 182 }
169} 183}
170 184
171void test_material::enable (view &ctx) 185void test_material::enable (view &ctx)

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