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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.24 by root, Sun Oct 31 22:55:23 2004 UTC vs.
Revision 1.57 by root, Mon Feb 7 08:16:31 2005 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;
73 glGenTextures (1, &name); 55 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 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);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
79 0,
80 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);
81 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
82 63
83 return name; 64 return name;
65}
66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
84} 136}
85 137
86test_material::test_material () 138test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
90{ 142{
91 using namespace shader::compile; 143}
92 144
93 p.vsh->start (); 145static shader::varying_3f normal;
146static shader::varying_2f texcoord;
94 147
95 temp_4f wpos; 148void test_material2::vsh (view &ctx)
96 149{
97 wpos = model_view_projection_matrix * vin.vertex; 150 using namespace shader::compile;
151 std_vsh ();
98 152
99 //wpos = wpos / abs (w (wpos)); 153 if (ctx.pass->l)
154 {
155 normal = normal_matrix * vin.normal;
156 }
157}
100 158
101 vout.position = wpos; 159void test_material2::fsh (view &ctx)
102 vout.tex_coord[0] = vin.tex_coord[0]; 160{
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 161 using namespace shader::compile;
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex;
105 162
106 p.vsh->end (); 163 if (ctx.pass->l)
107 p.vsh->compile (); 164 {
108
109 p.fsh->start ();
110
111 temp_1f fac; 165 temp_1f fac;
166 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
167 xyz (fout.frag_color) = ctx.pass->l->sh_colour * fac;//normalize (ctx.pass->l->sh_lightvec);
168 }
169}
112 170
113 temp_2f disp; 171void test_material::vsh (view &ctx)
172{
173 using namespace shader::compile;
114 174
115 temp_1f dx, dy; 175 std_vsh ();
116 176
117 temp_1f bumpnormal; 177 if (ctx.pass->l)
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0])); 178 {
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0])); 179 texcoord = xy (vin.tex_coord[0]);
180 normal = normal_matrix * vin.normal;
181 }
182}
120 183
121 disp = shader::compile::vec2 (dx, dy) * 0.1; 184void test_material::fsh (view &ctx)
185{
186 using namespace shader::compile;
122 187
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])); 188 if (ctx.pass->l)
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 189 {
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 190 temp_3f lc;
191 temp_1f fac;
192
193 temp_3f rot1, rot2, rot3;
194
195 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
196
197 //rot1 = normal_matrix * rot1;
198
199 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
200 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
201
202 normal = mat3 (rot1, rot2, rot3) * normal;
203
204 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
126 //fac = pow (max (fac, 0.0), 8); 205 fac = max (pow (max (fac, 0.0), 6), 0.3);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); 206 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
128 207 * ctx.pass->l->sh_colour;
129 p.fsh->end (); 208 //xyz (fout.frag_color) = lc * fac;
130 p.fsh->compile (); 209 }
131 p.link ();
132} 210}
133 211
134void test_material::enable (view &ctx) 212void test_material::enable (view &ctx)
135{ 213{
136 p.enable (); 214 material::enable (ctx);
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable (); 215 texvar->enable ();
139 normvar->enable (); 216 normvar->enable ();
140} 217}
141 218
142void test_material::disable (view &ctx) 219void test_material::disable (view &ctx)
143{ 220{
144 normvar->disable (); 221 normvar->disable ();
145 texvar->disable (); 222 texvar->disable ();
146 p.disable (); 223 material::disable (ctx);
147} 224}
148 225
226test_material *testmat;
227test_material2 *testmat2;
228

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