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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.46 by root, Sun Nov 7 02:36:38 2004 UTC vs.
Revision 1.48 by root, Sun Nov 7 03:28:20 2004 UTC

69{ 69{
70} 70}
71 71
72void material::enable (view &ctx) 72void material::enable (view &ctx)
73{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 75
76 pass::matmap_t::iterator i = matmap.find (this); 76 pass_data::matmap_t::iterator i = matmap.find (this);
77 77
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 83
84 if (ctx.pass_data->l) 84 if (ctx.pass->l)
85 ctx.pass_data->l->vsh (); 85 ctx.pass->l->vsh ();
86 86
87 vsh (ctx); 87 vsh (ctx);
88 88
89 // compute logarithmic depth - see the frustum matrix in view.C 89 // compute logarithmic depth - see the frustum matrix in view.C
90 { 90 {
93 temp_1f lz; 93 temp_1f lz;
94 94
95 // TODO: negative z is not calculated in an acceptable way 95 // TODO: negative z is not calculated in an acceptable way
96 lz = z (vout.position); 96 lz = z (vout.position);
97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position); 97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position);
98#if 0
99 z (vout.position) =
100 ifelse (
101 z < 0,
102 -1,
103 log2 (lz) * (2 / log2 (1e10)) - 1
104 ) * w (vout.position);
105#endif
98 } 106 }
99 107
100 vsh_src = shader::shader_builder::stop (); 108 vsh_src = shader::shader_builder::stop ();
101 109
102 shader::shader_builder::start (); 110 shader::shader_builder::start ();
103 111
104 if (ctx.pass_data->l) 112 if (ctx.pass->l)
105 { 113 {
106 ctx.pass_data->l->fsh (); 114 ctx.pass->l->fsh ();
107 115
108 fsh (ctx); 116 fsh (ctx);
109 } 117 }
110 else 118 else
111 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 119 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
112 120
113 fsh_src = shader::shader_builder::stop (); 121 fsh_src = shader::shader_builder::stop ();
114 122
115 shader::program_object po = shader::get_program (vsh_src, fsh_src); 123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
116 matmap.insert (pass::matmap_t::value_type (this, po)); 124 matmap.insert (pass_data::matmap_t::value_type (this, po));
117 125
118 po->enable (); 126 po->enable ();
119 } 127 }
120 else 128 else
121 i->second->enable (); 129 i->second->enable ();
122 130
123 if (ctx.pass_data->l) 131 if (ctx.pass->l)
124 ctx.pass_data->l->enable (); 132 ctx.pass->l->enable ();
125} 133}
126 134
127void material::disable (view &ctx) 135void material::disable (view &ctx)
128{ 136{
129} 137}
142{ 150{
143 using namespace shader::compile; 151 using namespace shader::compile;
144 152
145 std_vsh (); 153 std_vsh ();
146 154
147 if (ctx.pass_data->l) 155 if (ctx.pass->l)
148 { 156 {
149 texcoord = xy (vin.tex_coord[0]); 157 texcoord = xy (vin.tex_coord[0]);
150 normal = normal_matrix * vin.normal; 158 normal = normal_matrix * vin.normal;
151 } 159 }
152} 160}
153 161
154void test_material::fsh (view &ctx) 162void test_material::fsh (view &ctx)
155{ 163{
156 using namespace shader::compile; 164 using namespace shader::compile;
157 165
158 if (ctx.pass_data->l) 166 if (ctx.pass->l)
159 { 167 {
160 temp_3f lc; 168 temp_3f lc;
161 temp_1f fac; 169 temp_1f fac;
162 170
163 temp_3f rot1, rot2, rot3; 171 temp_3f rot1, rot2, rot3;
169 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
170 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
171 179
172 normal = mat3 (rot1, rot2, rot3) * normal; 180 normal = mat3 (rot1, rot2, rot3) * normal;
173 181
174 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 182 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
175 fac = max (pow (max (fac, 0.0), 6), 0.3); 183 fac = max (pow (max (fac, 0.0), 6), 0.3);
176 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
177 * ctx.pass_data->l->sh_colour; 185 * ctx.pass->l->sh_colour;
178 //xyz (fout.frag_color) = lc * fac; 186 //xyz (fout.frag_color) = lc * fac;
179 } 187 }
180} 188}
181 189
182void test_material::enable (view &ctx) 190void test_material::enable (view &ctx)

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