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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.48 by root, Sun Nov 7 03:28:20 2004 UTC vs.
Revision 1.59 by root, Tue Feb 8 05:55:28 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}
90 { 89 {
91 using namespace shader::compile; 90 using namespace shader::compile;
92 91
93 temp_1f lz; 92 temp_1f lz;
94 93
95 // TODO: negative z is not calculated in an acceptable way 94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position); 95 lz = z (vout.position);
97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position);
98#if 0 96#if 0
99 z (vout.position) = 97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
100 ifelse ( 98#else
101 z < 0, 99 lz = ifelse (lz <= 0,
102 -1, 100 0,
103 log2 (lz) * (2 / log2 (1e10)) - 1 101 log (lz + 1) / log (1e30)
104 ) * w (vout.position); 102 ) - 1;
105#endif 103#endif
104 z (vout.position) = lz * w (vout.position);
106 } 105 }
107 106
108 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
109 108
110 shader::shader_builder::start (); 109 shader::shader_builder::start ();
111 110
112 if (ctx.pass->l) 111 if (ctx.pass->l)
113 { 112 {
114 ctx.pass->l->fsh (); 113 ctx.pass->l->fsh ();
115
116 fsh (ctx); 114 fsh (ctx);
117 } 115 }
118 else 116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
119 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.);
120 119
121 fsh_src = shader::shader_builder::stop (); 120 fsh_src = shader::shader_builder::stop ();
122 121
123 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
124 matmap.insert (pass_data::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
127 } 126 }
128 else 127 else
129 i->second->enable (); 128 i->second->enable ();
130 129
131 if (ctx.pass->l) 130 if (ctx.pass->l)
132 ctx.pass->l->enable (); 131 ctx.pass->l->enable (ctx);
133} 132}
134 133
135void material::disable (view &ctx) 134void material::disable (view &ctx)
136{ 135{
137} 136}
141: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
142, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
143{ 142{
144} 143}
145 144
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set ((GLfloat) ((int)timer::now % 100));
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159void mat_timed::vsh (view &ctx)
160{
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175
176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
177
178 //fac = (fac / 100) * (mod (time, 100)) ;
179 fac = time;
180
181 xyz (fout.frag_color) = float3 ((255/100) * fac, fac, fac);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
184
185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
191
192void mat_gouraud_shaded::disable (view &ctx)
193{
194 material::disable (ctx);
195}
196
197void mat_gouraud_shaded::vsh (view &ctx)
198{
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204}
205
206void mat_gouraud_shaded::fsh (view &ctx)
207{
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218}
219
220static shader::varying_2f texcoord;
146static shader::varying_3f normal; 221static shader::varying_3f normal;
147static shader::varying_2f texcoord;
148 222
149void test_material::vsh (view &ctx) 223void test_material::vsh (view &ctx)
150{ 224{
151 using namespace shader::compile; 225 using namespace shader::compile;
152 226
200 texvar->disable (); 274 texvar->disable ();
201 material::disable (ctx); 275 material::disable (ctx);
202} 276}
203 277
204test_material *testmat; 278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
205 281

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