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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.26 by root, Mon Nov 1 20:11:35 2004 UTC vs.
Revision 1.53 by root, Fri Dec 10 05:37:09 2004 UTC

5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h" 8#include "view.h"
9#include "util.h" 9#include "util.h"
10
11material::~material ()
12{
13}
14
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28 10
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
81 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
82 64
83 return name; 65 return name;
84} 66}
85 67
68material::~material ()
69{
70}
71
72void material::enable (view &ctx)
73{
74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::matmap_t::iterator i = matmap.find (this);
77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->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 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 lz = ifelse (lz <= 0,
98 0,
99 log (lz + 1) / log (1e18)
100 ) - 1;
101 z (vout.position) = lz * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111 fsh (ctx);
112 }
113 else
114 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
115 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129}
130
131void material::disable (view &ctx)
132{
133}
134
86test_material::test_material () 135test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 136//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 137: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{
140}
141
142static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144
145void test_material::vsh (view &ctx)
90{ 146{
91 using namespace shader::compile; 147 using namespace shader::compile;
92 148
93 p.vsh->start (); 149 std_vsh ();
94 150
95 temp_4f wpos; 151 if (ctx.pass->l)
96 varying_1f camdist; 152 {
97 varying_3f lightvec;
98
99 wpos = model_view_projection_matrix * vin.vertex;
100
101 //wpos = wpos / abs (w (wpos));
102
103 vout.position = wpos;
104 vout.tex_coord[0] = vin.tex_coord[0]; 153 texcoord = xy (vin.tex_coord[0]);
105 xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; 154 normal = normal_matrix * vin.normal;
106 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 155 }
107 camdist = length (xyz (vout.tex_coord[2])); 156}
108 157
109 p.vsh->end (); 158void test_material::fsh (view &ctx)
110 p.vsh->compile (); 159{
160 using namespace shader::compile;
111 161
112 p.fsh->start (); 162 if (ctx.pass->l)
113 163 {
164 temp_3f lc;
114 temp_1f fac; 165 temp_1f fac;
115 temp_2f disp;
116 temp_1f dx, dy;
117 temp_1f bumpnormal;
118 temp_1f dist;
119 166
120 dist = min (x(camdist), 10000.); 167 temp_3f rot1, rot2, rot3;
121 168
122 fac = dot (normalize (xyz (fin.tex_coord[1])), normalize (lightvec)); 169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
123 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 170
124 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 171 //rot1 = normal_matrix * rot1;
172
173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
175
176 normal = mat3 (rot1, rot2, rot3) * normal;
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
125 //fac = pow (max (fac, 0.0), 8); 179 fac = max (pow (max (fac, 0.0), 6), 0.3);
126 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac * (0.4 + 1.F * (1 - dist / 10000.)), 0); 180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
127 181 * ctx.pass->l->sh_colour;
128 p.fsh->end (); 182 //xyz (fout.frag_color) = lc * fac;
129 p.fsh->compile (); 183 }
130 p.link ();
131} 184}
132 185
133void test_material::enable (view &ctx) 186void test_material::enable (view &ctx)
134{ 187{
135 p.enable (); 188 material::enable (ctx);
136 lightpos->set (vec3 (0, 0, 0));
137 texvar->enable (); 189 texvar->enable ();
138 normvar->enable (); 190 normvar->enable ();
139} 191}
140 192
141void test_material::disable (view &ctx) 193void test_material::disable (view &ctx)
142{ 194{
143 normvar->disable (); 195 normvar->disable ();
144 texvar->disable (); 196 texvar->disable ();
145 p.disable (); 197 material::disable (ctx);
146} 198}
147 199
200test_material *testmat;
201

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