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5 | |
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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 | |
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11 | material::~material () |
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12 | { |
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13 | } |
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14 | |
10 | |
15 | GLuint |
11 | GLuint |
16 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
17 | { |
13 | { |
18 | GLuint name; |
14 | GLuint name; |
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59 | glGenTextures (1, &name); |
55 | glGenTextures (1, &name); |
60 | glBindTexture (GL_TEXTURE_2D, name); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
61 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
62 | 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); |
63 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
64 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
65 | 0, |
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66 | 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); |
67 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
68 | |
63 | |
69 | return name; |
64 | return name; |
70 | } |
65 | } |
71 | |
66 | |
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67 | material::~material () |
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68 | { |
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69 | } |
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70 | |
72 | void material::enable (view &ctx) |
71 | void material::enable (view &ctx) |
73 | { |
72 | { |
74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
73 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
75 | |
74 | |
76 | pass::matmap_t::iterator i = matmap.find (this); |
75 | pass_data::matmap_t::iterator i = matmap.find (this); |
77 | shader::program_object *p; |
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78 | |
76 | |
79 | if (i == matmap.end ()) |
77 | if (i == matmap.end ()) |
80 | { |
78 | { |
81 | shader::program_object po; |
79 | string vsh_src, fsh_src; |
82 | |
80 | |
83 | shader::shader_builder::start (); |
81 | shader::shader_builder::start (); |
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82 | |
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83 | if (ctx.pass->l) |
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84 | ctx.pass->l->vsh (); |
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85 | |
84 | vsh (ctx); |
86 | vsh (ctx); |
85 | |
87 | |
86 | if (ctx.pass_data->l) |
88 | // compute logarithmic depth - see the frustum matrix in view.C |
87 | ctx.pass_data->l->vsh (); |
89 | { |
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90 | using namespace shader::compile; |
88 | |
91 | |
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92 | temp_1f lz; |
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93 | |
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94 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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95 | lz = z (vout.position); |
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96 | #if 0 |
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97 | lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; |
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98 | #else |
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99 | lz = ifelse (lz <= 0, |
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100 | 0, |
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101 | log (lz + 1) / log (1e30) |
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102 | ) - 1; |
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103 | #endif |
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104 | z (vout.position) = lz * w (vout.position); |
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105 | } |
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106 | |
89 | po->vsh->compile (shader::shader_builder::stop ()); |
107 | vsh_src = shader::shader_builder::stop (); |
90 | |
108 | |
91 | shader::shader_builder::start (); |
109 | shader::shader_builder::start (); |
92 | shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); |
110 | |
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111 | if (ctx.pass->l) |
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112 | { |
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113 | ctx.pass->l->fsh (); |
93 | fsh (ctx); |
114 | fsh (ctx); |
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115 | } |
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116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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119 | |
94 | po->fsh->compile (shader::shader_builder::stop ()); |
120 | fsh_src = shader::shader_builder::stop (); |
95 | |
121 | |
96 | po->link (); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
97 | |
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98 | matmap.insert (pass::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
99 | |
124 | |
100 | p = &po; |
125 | po->enable (); |
101 | } |
126 | } |
102 | else |
127 | else |
103 | p = &i->second; |
128 | i->second->enable (); |
104 | |
129 | |
105 | (*p)->enable (); |
130 | if (ctx.pass->l) |
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131 | ctx.pass->l->enable (ctx); |
106 | } |
132 | } |
107 | |
133 | |
108 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
109 | { |
135 | { |
110 | } |
136 | } |
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114 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
115 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
116 | { |
142 | { |
117 | } |
143 | } |
118 | |
144 | |
119 | static shader::varying_3f normal, lightvec; |
145 | static shader::varying_3f normal; |
120 | static shader::varying_2f texcoord; |
146 | static shader::varying_2f texcoord; |
121 | |
147 | |
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148 | void test_material2::vsh (view &ctx) |
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149 | { |
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150 | using namespace shader::compile; |
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151 | std_vsh (); |
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152 | |
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153 | if (ctx.pass->l) |
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154 | { |
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155 | normal = normal_matrix * vin.normal; |
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156 | } |
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157 | } |
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158 | |
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159 | void test_material2::fsh (view &ctx) |
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160 | { |
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161 | using namespace shader::compile; |
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162 | |
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163 | if (ctx.pass->l) |
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164 | { |
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165 | temp_1f fac; |
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166 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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167 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * fac;//normalize (ctx.pass->l->sh_lightvec); |
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168 | } |
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169 | } |
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170 | |
122 | void test_material::vsh (view &ctx) |
171 | void test_material::vsh (view &ctx) |
123 | { |
172 | { |
124 | using namespace shader::compile; |
173 | using namespace shader::compile; |
125 | |
174 | |
126 | std_vsh (); |
175 | std_vsh (); |
127 | |
176 | |
128 | if (ctx.pass_data->l) |
177 | if (ctx.pass->l) |
129 | { |
178 | { |
130 | texcoord = xy (vin.tex_coord[0]); |
179 | texcoord = xy (vin.tex_coord[0]); |
131 | normal = normal_matrix * vin.normal; |
180 | normal = normal_matrix * vin.normal; |
132 | lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex); |
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133 | } |
181 | } |
134 | } |
182 | } |
135 | |
183 | |
136 | void test_material::fsh (view &ctx) |
184 | void test_material::fsh (view &ctx) |
137 | { |
185 | { |
138 | using namespace shader::compile; |
186 | using namespace shader::compile; |
139 | |
187 | |
140 | if (ctx.pass_data->l) |
188 | if (ctx.pass->l) |
141 | { |
189 | { |
142 | temp_3f lc; |
190 | temp_3f lc; |
143 | temp_1f fac; |
191 | temp_1f fac; |
144 | |
192 | |
145 | lc = (*ctx.pass_data->l)(); |
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146 | |
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147 | temp_3f rot1, rot2, rot3; |
193 | temp_3f rot1, rot2, rot3; |
148 | |
194 | |
149 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
195 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
150 | |
196 | |
151 | //rot1 = normal_matrix * rot1; |
197 | //rot1 = normal_matrix * rot1; |
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153 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
199 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
154 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
200 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
155 | |
201 | |
156 | normal = mat3 (rot1, rot2, rot3) * normal; |
202 | normal = mat3 (rot1, rot2, rot3) * normal; |
157 | |
203 | |
158 | fac = dot (normalize (normal), normalize (lightvec)); |
204 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
159 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
205 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
160 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; |
206 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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207 | * ctx.pass->l->sh_colour; |
161 | //xyz (fout.frag_color) = lc * fac; |
208 | //xyz (fout.frag_color) = lc * fac; |
162 | } |
209 | } |
163 | } |
210 | } |
164 | |
211 | |
165 | void test_material::enable (view &ctx) |
212 | void test_material::enable (view &ctx) |
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175 | texvar->disable (); |
222 | texvar->disable (); |
176 | material::disable (ctx); |
223 | material::disable (ctx); |
177 | } |
224 | } |
178 | |
225 | |
179 | test_material *testmat; |
226 | test_material *testmat; |
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227 | test_material2 *testmat2; |
180 | |
228 | |