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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.47 by root, Sun Nov 7 03:01:03 2004 UTC vs.
Revision 1.57 by root, Mon Feb 7 08:16:31 2005 UTC

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
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 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);
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
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
116 fsh (ctx); 114 fsh (ctx);
117 } 115 }
118 else 116 else
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
135void material::disable (view &ctx) 134void material::disable (view &ctx)
136{ 135{
137} 136}
144} 143}
145 144
146static shader::varying_3f normal; 145static shader::varying_3f normal;
147static shader::varying_2f texcoord; 146static shader::varying_2f texcoord;
148 147
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
149void test_material::vsh (view &ctx) 171void 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
162void test_material::fsh (view &ctx) 184void 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
190void test_material::enable (view &ctx) 212void test_material::enable (view &ctx)
200 texvar->disable (); 222 texvar->disable ();
201 material::disable (ctx); 223 material::disable (ctx);
202} 224}
203 225
204test_material *testmat; 226test_material *testmat;
227test_material2 *testmat2;
205 228

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