… | |
… | |
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 | } |
… | |
… | |
92 | |
91 | |
93 | temp_1f lz; |
92 | temp_1f lz; |
94 | |
93 | |
95 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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); |
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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 |
97 | lz = ifelse (lz <= 0, |
99 | lz = ifelse (lz <= 0, |
98 | lz, |
100 | 0, |
99 | log (lz + 1) / log (1e10 + 1) |
101 | log (lz + 1) / log (1e30) |
100 | ) - 1; |
102 | ) - 1; |
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103 | #endif |
101 | z (vout.position) = lz * w (vout.position); |
104 | z (vout.position) = lz * w (vout.position); |
102 | } |
105 | } |
103 | |
106 | |
104 | vsh_src = shader::shader_builder::stop (); |
107 | vsh_src = shader::shader_builder::stop (); |
105 | |
108 | |
… | |
… | |
123 | } |
126 | } |
124 | else |
127 | else |
125 | i->second->enable (); |
128 | i->second->enable (); |
126 | |
129 | |
127 | if (ctx.pass->l) |
130 | if (ctx.pass->l) |
128 | ctx.pass->l->enable (); |
131 | ctx.pass->l->enable (ctx); |
129 | } |
132 | } |
130 | |
133 | |
131 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
132 | { |
135 | { |
133 | } |
136 | } |
… | |
… | |
139 | { |
142 | { |
140 | } |
143 | } |
141 | |
144 | |
142 | static shader::varying_3f normal; |
145 | static shader::varying_3f normal; |
143 | static shader::varying_2f texcoord; |
146 | static shader::varying_2f texcoord; |
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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 | } |
144 | |
170 | |
145 | void test_material::vsh (view &ctx) |
171 | void test_material::vsh (view &ctx) |
146 | { |
172 | { |
147 | using namespace shader::compile; |
173 | using namespace shader::compile; |
148 | |
174 | |
… | |
… | |
196 | texvar->disable (); |
222 | texvar->disable (); |
197 | material::disable (ctx); |
223 | material::disable (ctx); |
198 | } |
224 | } |
199 | |
225 | |
200 | test_material *testmat; |
226 | test_material *testmat; |
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227 | test_material2 *testmat2; |
201 | |
228 | |