… | |
… | |
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, |
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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 | |
89 | // compute logarithmic depth - see the frustum matrix in view.C |
88 | // compute logarithmic depth - see the frustum matrix in view.C |
90 | { |
89 | { |
91 | using namespace shader::compile; |
90 | using namespace shader::compile; |
92 | |
91 | |
93 | temp_1f lz; |
92 | temp_1f lz; |
94 | |
93 | |
95 | // TODO: negative z is not calculated in an acceptable way |
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); |
97 | z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position); |
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98 | #if 0 |
96 | #if 0 |
99 | z (vout.position) = |
97 | lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; |
100 | ifelse ( |
98 | #else |
101 | z < 0, |
99 | lz = ifelse (lz <= 0, |
102 | -1, |
100 | 0, |
103 | log2 (lz) * (2 / log2 (1e10)) - 1 |
101 | log (lz + 1) / log (1e30) |
104 | ) * w (vout.position); |
102 | ) - 1; |
105 | #endif |
103 | #endif |
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|
104 | z (vout.position) = lz * w (vout.position); |
106 | } |
105 | } |
107 | |
106 | |
108 | vsh_src = shader::shader_builder::stop (); |
107 | vsh_src = shader::shader_builder::stop (); |
109 | |
108 | |
110 | shader::shader_builder::start (); |
109 | shader::shader_builder::start (); |
111 | |
110 | |
112 | if (ctx.pass_data->l) |
111 | if (ctx.pass->l) |
113 | { |
112 | { |
114 | ctx.pass_data->l->fsh (); |
113 | ctx.pass->l->fsh (); |
115 | |
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116 | fsh (ctx); |
114 | fsh (ctx); |
117 | } |
115 | } |
118 | else |
116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
119 | 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.); |
120 | |
119 | |
121 | fsh_src = shader::shader_builder::stop (); |
120 | fsh_src = shader::shader_builder::stop (); |
122 | |
121 | |
123 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
124 | matmap.insert (pass::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
125 | |
124 | |
126 | po->enable (); |
125 | po->enable (); |
127 | } |
126 | } |
128 | else |
127 | else |
129 | i->second->enable (); |
128 | i->second->enable (); |
130 | |
129 | |
131 | if (ctx.pass_data->l) |
130 | if (ctx.pass->l) |
132 | ctx.pass_data->l->enable (); |
131 | ctx.pass->l->enable (ctx); |
133 | } |
132 | } |
134 | |
133 | |
135 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
136 | { |
135 | { |
137 | } |
136 | } |
… | |
… | |
144 | } |
143 | } |
145 | |
144 | |
146 | static shader::varying_3f normal; |
145 | static shader::varying_3f normal; |
147 | static shader::varying_2f texcoord; |
146 | static shader::varying_2f texcoord; |
148 | |
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 | |
149 | void test_material::vsh (view &ctx) |
171 | void test_material::vsh (view &ctx) |
150 | { |
172 | { |
151 | using namespace shader::compile; |
173 | using namespace shader::compile; |
152 | |
174 | |
153 | std_vsh (); |
175 | std_vsh (); |
154 | |
176 | |
155 | if (ctx.pass_data->l) |
177 | if (ctx.pass->l) |
156 | { |
178 | { |
157 | texcoord = xy (vin.tex_coord[0]); |
179 | texcoord = xy (vin.tex_coord[0]); |
158 | normal = normal_matrix * vin.normal; |
180 | normal = normal_matrix * vin.normal; |
159 | } |
181 | } |
160 | } |
182 | } |
161 | |
183 | |
162 | void test_material::fsh (view &ctx) |
184 | void test_material::fsh (view &ctx) |
163 | { |
185 | { |
164 | using namespace shader::compile; |
186 | using namespace shader::compile; |
165 | |
187 | |
166 | if (ctx.pass_data->l) |
188 | if (ctx.pass->l) |
167 | { |
189 | { |
168 | temp_3f lc; |
190 | temp_3f lc; |
169 | temp_1f fac; |
191 | temp_1f fac; |
170 | |
192 | |
171 | temp_3f rot1, rot2, rot3; |
193 | temp_3f rot1, rot2, rot3; |
… | |
… | |
177 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
199 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
178 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
200 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
179 | |
201 | |
180 | normal = mat3 (rot1, rot2, rot3) * normal; |
202 | normal = mat3 (rot1, rot2, rot3) * normal; |
181 | |
203 | |
182 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
204 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
183 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
205 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
184 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
206 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
185 | * ctx.pass_data->l->sh_colour; |
207 | * ctx.pass->l->sh_colour; |
186 | //xyz (fout.frag_color) = lc * fac; |
208 | //xyz (fout.frag_color) = lc * fac; |
187 | } |
209 | } |
188 | } |
210 | } |
189 | |
211 | |
190 | void test_material::enable (view &ctx) |
212 | void test_material::enable (view &ctx) |
… | |
… | |
200 | texvar->disable (); |
222 | texvar->disable (); |
201 | material::disable (ctx); |
223 | material::disable (ctx); |
202 | } |
224 | } |
203 | |
225 | |
204 | test_material *testmat; |
226 | test_material *testmat; |
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|
227 | test_material2 *testmat2; |
205 | |
228 | |