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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 | |
10 | |
11 | GLuint |
11 | GLuint |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags) |
13 | { |
13 | { |
14 | GLuint name; |
14 | GLuint name; |
15 | SDL_Surface *image; |
15 | SDL_Surface *image; |
16 | SDL_Rect area; |
16 | SDL_Rect area; |
17 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
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53 | |
53 | |
54 | /* Create an OpenGL texture for the image */ |
54 | /* Create an OpenGL texture for the image */ |
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, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE); |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
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61 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
60 | glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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61 | |
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62 | if (flags & CLAMP) |
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63 | { |
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64 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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65 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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66 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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67 | } |
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68 | |
62 | SDL_FreeSurface (image); /* No longer needed */ |
69 | SDL_FreeSurface (image); /* No longer needed */ |
63 | |
70 | |
64 | return name; |
71 | return name; |
65 | } |
72 | } |
66 | |
73 | |
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89 | { |
96 | { |
90 | using namespace shader::compile; |
97 | using namespace shader::compile; |
91 | |
98 | |
92 | temp_1f lz; |
99 | temp_1f lz; |
93 | |
100 | |
94 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
101 | // TODO: negative z is not calculated in an a very acceptable way |
95 | lz = z (vout.position); |
102 | lz = z (vout.position); |
96 | #if 0 |
103 | lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30); |
97 | lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; |
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98 | #else |
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99 | lz = ifelse (lz <= 0, |
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100 | 0, |
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101 | log (lz + 1) / log (1e30) |
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102 | ) - 1; |
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103 | #endif |
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104 | z (vout.position) = lz * w (vout.position); |
104 | z (vout.position) = lz * w (vout.position); |
105 | } |
105 | } |
106 | |
106 | |
107 | vsh_src = shader::shader_builder::stop (); |
107 | vsh_src = shader::shader_builder::stop (); |
108 | |
108 | |
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113 | ctx.pass->l->fsh (); |
113 | ctx.pass->l->fsh (); |
114 | fsh (ctx); |
114 | fsh (ctx); |
115 | } |
115 | } |
116 | else |
116 | else |
117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
118 | shader::compile::fout.frag_color = shader::compile::vec4 (0., 0., 0., 0.); |
119 | |
119 | |
120 | fsh_src = shader::shader_builder::stop (); |
120 | fsh_src = shader::shader_builder::stop (); |
121 | |
121 | |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
142 | { |
142 | { |
143 | } |
143 | } |
144 | |
144 | |
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145 | skybox_material::skybox_material () |
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146 | : tex (0) |
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147 | { |
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148 | } |
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149 | |
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150 | void skybox_material::enable (view &ctx) |
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151 | { |
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152 | material::enable (ctx); |
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153 | } |
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154 | |
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155 | void skybox_material::disable (view &ctx) |
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156 | { |
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157 | material::disable (ctx); |
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158 | } |
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159 | |
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160 | static shader::varying_2f skybox_texcoord; |
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161 | |
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162 | void skybox_material::vsh (view &ctx) |
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163 | { |
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164 | using namespace shader::compile; |
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165 | |
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166 | std_vsh (); |
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167 | skybox_texcoord = xy (vin.tex_coord[0]); |
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168 | } |
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169 | |
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170 | void skybox_material::fsh (view &ctx) |
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171 | { |
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172 | using namespace shader::compile; |
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173 | |
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174 | xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord)); |
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175 | } |
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176 | |
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177 | void mat_timed::enable (view &ctx) |
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178 | { |
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179 | material::enable (ctx); |
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180 | |
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181 | time->set (timer::now); |
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182 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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183 | } |
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184 | |
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185 | void mat_timed::disable (view &ctx) |
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186 | { |
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187 | material::disable (ctx); |
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188 | } |
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189 | |
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190 | void mat_timed::vsh (view &ctx) |
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191 | { |
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192 | using namespace shader::compile; |
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193 | std_vsh (); |
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194 | |
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195 | if (ctx.pass->l) |
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196 | f_normal = normal_matrix * vin.normal; |
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197 | } |
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198 | |
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199 | void mat_timed::fsh (view &ctx) |
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200 | { |
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201 | using namespace shader::compile; |
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202 | |
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203 | if (ctx.pass->l) |
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204 | { |
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205 | temp_1f fac; |
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206 | temp_3f normal; |
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207 | |
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208 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
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209 | |
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210 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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211 | |
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212 | xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
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213 | } |
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214 | } |
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215 | |
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216 | void mat_gouraud_shaded::enable (view &ctx) |
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217 | { |
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218 | material::enable (ctx); |
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219 | |
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220 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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221 | } |
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222 | |
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223 | void mat_gouraud_shaded::disable (view &ctx) |
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224 | { |
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225 | material::disable (ctx); |
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226 | } |
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227 | |
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228 | void mat_gouraud_shaded::vsh (view &ctx) |
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229 | { |
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230 | using namespace shader::compile; |
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231 | std_vsh (); |
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232 | |
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233 | if (ctx.pass->l) |
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234 | f_normal = normal_matrix * vin.normal; |
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235 | } |
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236 | |
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237 | void mat_gouraud_shaded::fsh (view &ctx) |
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238 | { |
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239 | using namespace shader::compile; |
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240 | |
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241 | if (ctx.pass->l) |
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242 | { |
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243 | temp_1f fac; |
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244 | |
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245 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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246 | |
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247 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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248 | } |
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249 | } |
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250 | |
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251 | static shader::varying_3f f_normal; |
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252 | |
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253 | void mat_debug::enable (view &ctx) |
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254 | { |
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255 | material::enable (ctx); |
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256 | |
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257 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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258 | glEnable (GL_BLEND); |
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259 | glDepthMask (1); |
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260 | } |
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261 | |
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262 | void mat_debug::disable (view &ctx) |
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263 | { |
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264 | material::disable (ctx); |
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265 | |
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266 | glDisable (GL_BLEND); |
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267 | glDepthMask (0); |
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268 | } |
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269 | |
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270 | void mat_debug::vsh (view &ctx) |
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271 | { |
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272 | using namespace shader::compile; |
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273 | std_vsh (); |
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274 | |
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275 | if (ctx.pass->l) |
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276 | f_normal = normal_matrix * vin.normal; |
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277 | } |
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278 | |
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279 | void mat_debug::fsh (view &ctx) |
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280 | { |
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281 | using namespace shader::compile; |
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282 | |
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283 | if (ctx.pass->l) |
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284 | { |
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285 | temp_1f fac; |
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286 | |
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287 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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288 | |
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289 | xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.); |
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290 | w (fout.frag_color) = 0.1; |
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291 | } |
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292 | } |
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293 | |
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294 | static shader::varying_2f texcoord; |
145 | static shader::varying_3f normal; |
295 | static shader::varying_3f normal; |
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 | } |
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170 | |
296 | |
171 | void test_material::vsh (view &ctx) |
297 | void test_material::vsh (view &ctx) |
172 | { |
298 | { |
173 | using namespace shader::compile; |
299 | using namespace shader::compile; |
174 | |
300 | |
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190 | temp_3f lc; |
316 | temp_3f lc; |
191 | temp_1f fac; |
317 | temp_1f fac; |
192 | |
318 | |
193 | temp_3f rot1, rot2, rot3; |
319 | temp_3f rot1, rot2, rot3; |
194 | |
320 | |
195 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
321 | yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F); |
196 | |
322 | |
197 | //rot1 = normal_matrix * rot1; |
323 | //rot1 = normal_matrix * rot1; |
198 | |
324 | |
199 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
325 | rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1)); |
200 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
326 | rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1)); |
201 | |
327 | |
202 | normal = mat3 (rot1, rot2, rot3) * normal; |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
203 | |
329 | |
204 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
205 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
206 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
332 | xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F) |
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333 | * fac |
207 | * ctx.pass->l->sh_colour; |
334 | * ctx.pass->l->sh_colour; |
208 | //xyz (fout.frag_color) = lc * fac; |
335 | //xyz (fout.frag_color) = lc * fac; |
209 | } |
336 | } |
210 | } |
337 | } |
211 | |
338 | |
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222 | texvar->disable (); |
349 | texvar->disable (); |
223 | material::disable (ctx); |
350 | material::disable (ctx); |
224 | } |
351 | } |
225 | |
352 | |
226 | test_material *testmat; |
353 | test_material *testmat; |
227 | test_material2 *testmat2; |
354 | mat_gouraud_shaded *testmat2; |
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355 | mat_timed *testmat3; |
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356 | mat_debug *debugmat; |
228 | |
357 | |