… | |
… | |
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 | } |
… | |
… | |
69 | { |
68 | { |
70 | } |
69 | } |
71 | |
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 | |
76 | |
78 | if (i == matmap.end ()) |
77 | if (i == matmap.end ()) |
79 | { |
78 | { |
80 | string vsh_src, fsh_src; |
79 | string vsh_src, fsh_src; |
81 | |
80 | |
82 | shader::shader_builder::start (); |
81 | shader::shader_builder::start (); |
83 | |
82 | |
84 | if (ctx.pass_data->l) |
83 | if (ctx.pass->l) |
85 | ctx.pass_data->l->vsh (); |
84 | ctx.pass->l->vsh (); |
86 | |
85 | |
87 | vsh (ctx); |
86 | vsh (ctx); |
88 | |
87 | |
|
|
88 | // compute logarithmic depth - see the frustum matrix in view.C |
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 | vsh_src = shader::shader_builder::stop (); |
107 | vsh_src = shader::shader_builder::stop (); |
96 | |
108 | |
97 | shader::shader_builder::start (); |
109 | shader::shader_builder::start (); |
98 | |
110 | |
99 | if (ctx.pass_data->l) |
111 | if (ctx.pass->l) |
100 | { |
112 | { |
101 | ctx.pass_data->l->fsh (); |
113 | ctx.pass->l->fsh (); |
102 | |
|
|
103 | fsh (ctx); |
114 | fsh (ctx); |
104 | } |
115 | } |
105 | else |
116 | else |
|
|
117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
106 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
107 | |
119 | |
108 | fsh_src = shader::shader_builder::stop (); |
120 | fsh_src = shader::shader_builder::stop (); |
109 | |
121 | |
110 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
111 | matmap.insert (pass::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
112 | |
124 | |
113 | po->enable (); |
125 | po->enable (); |
114 | } |
126 | } |
115 | else |
127 | else |
116 | i->second->enable (); |
128 | i->second->enable (); |
|
|
129 | |
|
|
130 | if (ctx.pass->l) |
|
|
131 | ctx.pass->l->enable (ctx); |
117 | } |
132 | } |
118 | |
133 | |
119 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
120 | { |
135 | { |
121 | } |
136 | } |
… | |
… | |
128 | } |
143 | } |
129 | |
144 | |
130 | static shader::varying_3f normal; |
145 | static shader::varying_3f normal; |
131 | static shader::varying_2f texcoord; |
146 | static shader::varying_2f texcoord; |
132 | |
147 | |
|
|
148 | void 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 | |
|
|
159 | void 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 | |
133 | void test_material::vsh (view &ctx) |
171 | void test_material::vsh (view &ctx) |
134 | { |
172 | { |
135 | using namespace shader::compile; |
173 | using namespace shader::compile; |
136 | |
174 | |
137 | std_vsh (); |
175 | std_vsh (); |
138 | |
176 | |
139 | if (ctx.pass_data->l) |
177 | if (ctx.pass->l) |
140 | { |
178 | { |
141 | texcoord = xy (vin.tex_coord[0]); |
179 | texcoord = xy (vin.tex_coord[0]); |
142 | normal = normal_matrix * vin.normal; |
180 | normal = normal_matrix * vin.normal; |
143 | } |
181 | } |
144 | } |
182 | } |
145 | |
183 | |
146 | void test_material::fsh (view &ctx) |
184 | void test_material::fsh (view &ctx) |
147 | { |
185 | { |
148 | using namespace shader::compile; |
186 | using namespace shader::compile; |
149 | |
187 | |
150 | if (ctx.pass_data->l) |
188 | if (ctx.pass->l) |
151 | { |
189 | { |
152 | temp_3f lc; |
190 | temp_3f lc; |
153 | temp_1f fac; |
191 | temp_1f fac; |
154 | |
192 | |
155 | temp_3f rot1, rot2, rot3; |
193 | temp_3f rot1, rot2, rot3; |
… | |
… | |
161 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
199 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
162 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
200 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
163 | |
201 | |
164 | normal = mat3 (rot1, rot2, rot3) * normal; |
202 | normal = mat3 (rot1, rot2, rot3) * normal; |
165 | |
203 | |
166 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
204 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
167 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
205 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
168 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
206 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
169 | * ctx.pass_data->l->sh_colour; |
207 | * ctx.pass->l->sh_colour; |
170 | //xyz (fout.frag_color) = lc * fac; |
208 | //xyz (fout.frag_color) = lc * fac; |
171 | } |
209 | } |
172 | } |
210 | } |
173 | |
211 | |
174 | void test_material::enable (view &ctx) |
212 | void test_material::enable (view &ctx) |
… | |
… | |
184 | texvar->disable (); |
222 | texvar->disable (); |
185 | material::disable (ctx); |
223 | material::disable (ctx); |
186 | } |
224 | } |
187 | |
225 | |
188 | test_material *testmat; |
226 | test_material *testmat; |
|
|
227 | test_material2 *testmat2; |
189 | |
228 | |