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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.5 by root, Sat Oct 16 23:23:21 2004 UTC vs.
Revision 1.28 by root, Mon Nov 1 22:23:38 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"
3 10
4material::~material () 11material::~material ()
5{ 12{
6} 13}
7 14
8void simple_material::begin () 15void
16simple_material::enable (view &ctx)
9{ 17{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14} 22}
15 23
16void simple_material::end () 24void
25simple_material::disable (view &ctx)
17{ 26{
18} 27}
19void osama_material::begin () 28
29GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
20{ 31{
21 cgGLEnableProfile (vsh_profile); 32 GLuint name;
22 cgGLEnableProfile (fsh_profile);
23 cgGLEnableTextureParameter(g_Texture);
24}
25void osama_material::end ()
26{
27 cgGLDisableTextureParameter(g_Texture);
28 // cgGLUnbindProgram (vsh_profile);
29 // cgGLUnbindProgram (fsh_profile);
30 cgGLDisableProfile (vsh_profile);
31 cgGLDisableProfile (fsh_profile);
32}
33
34
35GLuint texture::load_texture (SDL_Surface *surface, GLfloat *tex2oord)
36{
37 GLuint textur;
38 int w, h;
39 SDL_Surface *image; 33 SDL_Surface *image;
40 SDL_Rect area; 34 SDL_Rect area;
41 Uint32 saved_flags; 35 Uint32 saved_flags;
42 Uint8 saved_alpha; 36 Uint8 saved_alpha;
43 37
44 /* Use the surface width and height expanded to powers of 2 */ 38 /* Use the surface width and height expanded to powers of 2 */
45 //w = power_of_two (surface->w);
46 //h = power_of_two (surface->h);
47 w = power_of_two (surface->w);
48 h = power_of_two (surface->h);
49 tex2oord[0] = 0.0f; /* Min X */ 39 tex2oord[0] = 0.F; /* Min X */
50 tex2oord[1] = 0.0f; /* Min Y */ 40 tex2oord[1] = 0.F; /* Min Y */
51 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 41 tex2oord[2] = 1.F; /* Max X */
52 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 42 tex2oord[3] = 1.F; /* Max Y */
53 43
54 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 44 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
55#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 45#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
56 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 46 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
57#else 47#else
58 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 48 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
59#endif 49#endif
60 ); 50 );
51
61 if (image == NULL) 52 if (image == NULL)
62 {
63 return 0; 53 return 0;
64 }
65 54
66 /* Save the alpha blending attributes */ 55 /* Save the alpha blending attributes */
67 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 56 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
68 saved_alpha = surface->format->alpha; 57 saved_alpha = surface->format->alpha;
69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 58 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
70 {
71 SDL_SetAlpha (surface, 0, 0); 59 SDL_SetAlpha (surface, 0, 0);
72 }
73 60
74 /* Copy the surface into the GL texture image */ 61 /* Copy the surface into the GL texture image */
75 area.x = 0; 62 area.x = 0;
76 area.y = 0; 63 area.y = 0;
77 area.w = surface->w; 64 area.w = surface->w;
78 area.h = surface->h; 65 area.h = surface->h;
79 SDL_BlitSurface (surface, &area, image, &area); 66 SDL_BlitSurface (surface, &area, image, &area);
80 67
81 /* Restore the alpha blending attributes */ 68 /* Restore the alpha blending attributes */
82 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
83 {
84 SDL_SetAlpha (surface, saved_flags, saved_alpha); 70 SDL_SetAlpha (surface, saved_flags, saved_alpha);
85 }
86 71
87 /* Create an OpenGL texture for the image */ 72 /* Create an OpenGL texture for the image */
88 glGenTextures (1, &textur); 73 glGenTextures (1, &name);
89 glBindTexture (GL_TEXTURE_2D, textur); 74 glBindTexture (GL_TEXTURE_2D, name);
90 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
91 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 76 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
92 glTexImage2D (GL_TEXTURE_2D, 78 glTexImage2D (GL_TEXTURE_2D,
93 0, 79 0,
94 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 80 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
95 SDL_FreeSurface (image); /* No longer needed */ 81 SDL_FreeSurface (image); /* No longer needed */
96 82
97 return textur; 83 return name;
98} 84}
99 85
86test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name)
90{
91 using namespace shader::compile;
100 92
101CGcontext cgc; 93 p.vsh->start ();
102void init_shaders () { 94
103 cgc = cgCreateContext (); 95 temp_4f wpos;
96 varying_1f camdist, zpos;
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
99
100 wpos = model_view_matrix * vin.vertex;
101
102 temp_1f wz;
103 //wz = log2 (abs (wz)) * sign (wz);
104
105 vout.position = projection_matrix * wpos;
106 texcoord = xy (vin.tex_coord[0]);
107 normal = normal_matrix * vin.normal;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
109 camdist = 1 - max (length (lightvec) / 10000., 0);
110
111 p.vsh->end ();
112 p.vsh->compile ();
113
114 p.fsh->start ();
115
116 temp_1f fac;
117 temp_2f disp;
118 temp_1f dx, dy;
119 temp_1f bumpnormal;
120 temp_1f dist;
121
122 fac = dot (normalize (normal), normalize (lightvec));
123 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
124 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
125 fac = pow (max (fac, 0.0), 2);
126 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist;
127
128 p.fsh->end ();
129 p.fsh->compile ();
130 p.link ();
104} 131}
132
133void test_material::enable (view &ctx)
134{
135 p.enable ();
136 lightpos->set (vec3 (0, 0, 0));
137 texvar->enable ();
138 normvar->enable ();
139}
140
141void test_material::disable (view &ctx)
142{
143 normvar->disable ();
144 texvar->disable ();
145 p.disable ();
146}
147

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