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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.53 by root, Fri Dec 10 05:37:09 2004 UTC vs.
Revision 1.63 by root, Mon Jul 18 01:40:01 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}
92 91
93 temp_1f lz; 92 temp_1f lz;
94 93
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) 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);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
97 lz = ifelse (lz <= 0, 99 lz = ifelse (lz <= 0,
98 0, 100 0,
99 log (lz + 1) / log (1e18) 101 log (lz + 1) / log (1e30)
100 ) - 1; 102 ) - 1;
103#endif
101 z (vout.position) = lz * w (vout.position); 104 z (vout.position) = lz * w (vout.position);
102 } 105 }
103 106
104 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
105 108
123 } 126 }
124 else 127 else
125 i->second->enable (); 128 i->second->enable ();
126 129
127 if (ctx.pass->l) 130 if (ctx.pass->l)
128 ctx.pass->l->enable (); 131 ctx.pass->l->enable (ctx);
129} 132}
130 133
131void material::disable (view &ctx) 134void material::disable (view &ctx)
132{ 135{
133} 136}
137: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{ 142{
140} 143}
141 144
145void mat_timed::enable (view &ctx)
146{
147 material::enable (ctx);
148
149 time->set (timer::now);
150 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
151}
152
153void mat_timed::disable (view &ctx)
154{
155 material::disable (ctx);
156}
157
158void mat_timed::vsh (view &ctx)
159{
160 using namespace shader::compile;
161 std_vsh ();
162
163 if (ctx.pass->l)
164 f_normal = normal_matrix * vin.normal;
165}
166
167void mat_timed::fsh (view &ctx)
168{
169 using namespace shader::compile;
170
171 if (ctx.pass->l)
172 {
173 temp_1f fac;
174 temp_3f normal;
175
176 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179
180 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
181 }
182}
183
184void mat_gouraud_shaded::enable (view &ctx)
185{
186 material::enable (ctx);
187
188 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
189}
190
191void mat_gouraud_shaded::disable (view &ctx)
192{
193 material::disable (ctx);
194}
195
196void mat_gouraud_shaded::vsh (view &ctx)
197{
198 using namespace shader::compile;
199 std_vsh ();
200
201 if (ctx.pass->l)
202 f_normal = normal_matrix * vin.normal;
203}
204
205void mat_gouraud_shaded::fsh (view &ctx)
206{
207 using namespace shader::compile;
208
209 if (ctx.pass->l)
210 {
211 temp_1f fac;
212
213 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
214
215 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
216 }
217}
218
219static shader::varying_3f f_normal;
220
221void mat_debug::enable (view &ctx)
222{
223 material::enable (ctx);
224
225 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
226 glEnable (GL_BLEND);
227 glDepthMask (1);
228}
229
230void mat_debug::disable (view &ctx)
231{
232 material::disable (ctx);
233
234 glDisable (GL_BLEND);
235 glDepthMask (0);
236}
237
238void mat_debug::vsh (view &ctx)
239{
240 using namespace shader::compile;
241 std_vsh ();
242
243 if (ctx.pass->l)
244 f_normal = normal_matrix * vin.normal;
245}
246
247void mat_debug::fsh (view &ctx)
248{
249 using namespace shader::compile;
250
251 if (ctx.pass->l)
252 {
253 temp_1f fac;
254
255 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
256
257 xyz (fout.frag_color) = float3 (1.,0.,0.);
258 w (fout.frag_color) = 0.1;
259 }
260}
261
262static shader::varying_2f texcoord;
142static shader::varying_3f normal; 263static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144 264
145void test_material::vsh (view &ctx) 265void test_material::vsh (view &ctx)
146{ 266{
147 using namespace shader::compile; 267 using namespace shader::compile;
148 268
196 texvar->disable (); 316 texvar->disable ();
197 material::disable (ctx); 317 material::disable (ctx);
198} 318}
199 319
200test_material *testmat; 320test_material *testmat;
321mat_gouraud_shaded *testmat2;
322mat_timed *testmat3;
323mat_debug *debugmat;
201 324

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