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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.38 by root, Fri Nov 5 04:08:23 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 10
15GLuint 11GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
17{ 13{
18 GLuint name; 14 GLuint name;
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,
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
67material::~material ()
68{
69}
70
72void material::enable (view &ctx) 71void 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;
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 ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
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 ();
88
89 { 89 {
90 using namespace shader::compile; 90 using namespace shader::compile;
91 91
92 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); 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);
93 } 105 }
94 106
95 po->vsh->compile (shader::shader_builder::stop ()); 107 vsh_src = shader::shader_builder::stop ();
96 108
97 shader::shader_builder::start (); 109 shader::shader_builder::start ();
98 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); 110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
99 fsh (ctx); 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
100 po->fsh->compile (shader::shader_builder::stop ()); 120 fsh_src = shader::shader_builder::stop ();
101 121
102 po->link (); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
103
104 matmap.insert (pass::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
105 124
106 p = &po; 125 po->enable ();
107 } 126 }
108 else 127 else
109 p = &i->second; 128 i->second->enable ();
110 129
111 (*p)->enable (); 130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
112} 132}
113 133
114void material::disable (view &ctx) 134void material::disable (view &ctx)
115{ 135{
116} 136}
120: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
121, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
122{ 142{
123} 143}
124 144
125static shader::varying_3f normal, lightvec; 145static shader::varying_3f normal;
126static shader::varying_2f texcoord; 146static shader::varying_2f texcoord;
127 147
148void test_material2::vsh (view &ctx)
149{
150 using namespace shader::compile;
151 std_vsh ();
152
153 if (ctx.pass->l)
154 {
155 normal = normal_matrix * vin.normal;
156 }
157}
158
159void test_material2::fsh (view &ctx)
160{
161 using namespace shader::compile;
162
163 if (ctx.pass->l)
164 {
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}
170
128void test_material::vsh (view &ctx) 171void test_material::vsh (view &ctx)
129{ 172{
130 using namespace shader::compile; 173 using namespace shader::compile;
131 174
132 std_vsh (); 175 std_vsh ();
133 176
134 if (ctx.pass_data->l) 177 if (ctx.pass->l)
135 { 178 {
136 texcoord = xy (vin.tex_coord[0]); 179 texcoord = xy (vin.tex_coord[0]);
137 normal = normal_matrix * vin.normal; 180 normal = normal_matrix * vin.normal;
138 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
139 } 181 }
140} 182}
141 183
142void test_material::fsh (view &ctx) 184void test_material::fsh (view &ctx)
143{ 185{
144 using namespace shader::compile; 186 using namespace shader::compile;
145 187
146 if (ctx.pass_data->l) 188 if (ctx.pass->l)
147 { 189 {
148 temp_3f lc; 190 temp_3f lc;
149 temp_1f fac; 191 temp_1f fac;
150 192
151 lc = (*ctx.pass_data->l)();
152
153 temp_3f rot1, rot2, rot3; 193 temp_3f rot1, rot2, rot3;
154 194
155 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 195 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
156 196
157 //rot1 = normal_matrix * rot1; 197 //rot1 = normal_matrix * rot1;
159 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 199 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
160 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 200 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
161 201
162 normal = mat3 (rot1, rot2, rot3) * normal; 202 normal = mat3 (rot1, rot2, rot3) * normal;
163 203
164 fac = dot (normalize (normal), normalize (lightvec)); 204 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
165 fac = max (pow (max (fac, 0.0), 6), 0.3); 205 fac = max (pow (max (fac, 0.0), 6), 0.3);
166 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 206 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
207 * ctx.pass->l->sh_colour;
167 //xyz (fout.frag_color) = lc * fac; 208 //xyz (fout.frag_color) = lc * fac;
168 } 209 }
169} 210}
170 211
171void test_material::enable (view &ctx) 212void test_material::enable (view &ctx)
181 texvar->disable (); 222 texvar->disable ();
182 material::disable (ctx); 223 material::disable (ctx);
183} 224}
184 225
185test_material *testmat; 226test_material *testmat;
227test_material2 *testmat2;
186 228

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