… | |
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69 | { |
69 | { |
70 | } |
70 | } |
71 | |
71 | |
72 | void material::enable (view &ctx) |
72 | void 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 | { |
91 | using namespace shader::compile; |
91 | using namespace shader::compile; |
92 | |
92 | |
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, clipping does horrible things(?) |
96 | lz = z (vout.position); |
96 | lz = z (vout.position); |
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97 | lz = ifelse (lz <= 0, |
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98 | 0, |
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99 | log (lz + 1) / log (1e18) |
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100 | ) - 1; |
97 | z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position); |
101 | z (vout.position) = lz * w (vout.position); |
98 | #if 0 |
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99 | z (vout.position) = |
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100 | ifelse ( |
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101 | z < 0, |
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102 | -1, |
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103 | log2 (lz) * (2 / log2 (1e10)) - 1 |
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104 | ) * w (vout.position); |
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105 | #endif |
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106 | } |
102 | } |
107 | |
103 | |
108 | vsh_src = shader::shader_builder::stop (); |
104 | vsh_src = shader::shader_builder::stop (); |
109 | |
105 | |
110 | shader::shader_builder::start (); |
106 | shader::shader_builder::start (); |
111 | |
107 | |
112 | if (ctx.pass_data->l) |
108 | if (ctx.pass->l) |
113 | { |
109 | { |
114 | ctx.pass_data->l->fsh (); |
110 | ctx.pass->l->fsh (); |
115 | |
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116 | fsh (ctx); |
111 | fsh (ctx); |
117 | } |
112 | } |
118 | else |
113 | else |
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114 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
119 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
115 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
120 | |
116 | |
121 | fsh_src = shader::shader_builder::stop (); |
117 | fsh_src = shader::shader_builder::stop (); |
122 | |
118 | |
123 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
119 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
124 | matmap.insert (pass::matmap_t::value_type (this, po)); |
120 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
125 | |
121 | |
126 | po->enable (); |
122 | po->enable (); |
127 | } |
123 | } |
128 | else |
124 | else |
129 | i->second->enable (); |
125 | i->second->enable (); |
130 | |
126 | |
131 | if (ctx.pass_data->l) |
127 | if (ctx.pass->l) |
132 | ctx.pass_data->l->enable (); |
128 | ctx.pass->l->enable (); |
133 | } |
129 | } |
134 | |
130 | |
135 | void material::disable (view &ctx) |
131 | void material::disable (view &ctx) |
136 | { |
132 | { |
137 | } |
133 | } |
… | |
… | |
150 | { |
146 | { |
151 | using namespace shader::compile; |
147 | using namespace shader::compile; |
152 | |
148 | |
153 | std_vsh (); |
149 | std_vsh (); |
154 | |
150 | |
155 | if (ctx.pass_data->l) |
151 | if (ctx.pass->l) |
156 | { |
152 | { |
157 | texcoord = xy (vin.tex_coord[0]); |
153 | texcoord = xy (vin.tex_coord[0]); |
158 | normal = normal_matrix * vin.normal; |
154 | normal = normal_matrix * vin.normal; |
159 | } |
155 | } |
160 | } |
156 | } |
161 | |
157 | |
162 | void test_material::fsh (view &ctx) |
158 | void test_material::fsh (view &ctx) |
163 | { |
159 | { |
164 | using namespace shader::compile; |
160 | using namespace shader::compile; |
165 | |
161 | |
166 | if (ctx.pass_data->l) |
162 | if (ctx.pass->l) |
167 | { |
163 | { |
168 | temp_3f lc; |
164 | temp_3f lc; |
169 | temp_1f fac; |
165 | temp_1f fac; |
170 | |
166 | |
171 | temp_3f rot1, rot2, rot3; |
167 | temp_3f rot1, rot2, rot3; |
… | |
… | |
177 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
173 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
178 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
174 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
179 | |
175 | |
180 | normal = mat3 (rot1, rot2, rot3) * normal; |
176 | normal = mat3 (rot1, rot2, rot3) * normal; |
181 | |
177 | |
182 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
178 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
183 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
179 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
184 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
180 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
185 | * ctx.pass_data->l->sh_colour; |
181 | * ctx.pass->l->sh_colour; |
186 | //xyz (fout.frag_color) = lc * fac; |
182 | //xyz (fout.frag_color) = lc * fac; |
187 | } |
183 | } |
188 | } |
184 | } |
189 | |
185 | |
190 | void test_material::enable (view &ctx) |
186 | void test_material::enable (view &ctx) |