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1 | #include <cstdlib> |
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2 | #include <cstring> |
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3 | |
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4 | #include <algorithm> |
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5 | |
1 | #include "opengl.h" |
6 | #include "opengl.h" |
2 | #include "material.h" |
7 | #include "material.h" |
3 | |
8 | #include "view.h" |
4 | material::~material () |
9 | #include "util.h" |
5 | { |
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6 | } |
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7 | |
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8 | void |
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9 | simple_material::begin () |
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10 | { |
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11 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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12 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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13 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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14 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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15 | } |
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16 | |
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17 | void |
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18 | simple_material::end () |
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19 | { |
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20 | } |
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21 | |
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22 | void |
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23 | osama_material::begin () |
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24 | { |
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25 | cgGLEnableProfile (vsh_profile); |
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26 | cgGLEnableProfile (fsh_profile); |
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27 | cgGLEnableTextureParameter (g_Texture); |
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28 | } |
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29 | |
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30 | void |
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31 | osama_material::end () |
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32 | { |
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33 | cgGLDisableTextureParameter (g_Texture); |
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34 | // cgGLUnbindProgram (vsh_profile); |
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35 | // cgGLUnbindProgram (fsh_profile); |
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36 | cgGLDisableProfile (vsh_profile); |
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37 | cgGLDisableProfile (fsh_profile); |
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38 | } |
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39 | |
10 | |
40 | GLuint |
11 | GLuint |
41 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
42 | { |
13 | { |
43 | GLuint textur; |
14 | GLuint name; |
44 | int w, h; |
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45 | SDL_Surface *image; |
15 | SDL_Surface *image; |
46 | SDL_Rect area; |
16 | SDL_Rect area; |
47 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
48 | Uint8 saved_alpha; |
18 | Uint8 saved_alpha; |
49 | |
19 | |
50 | /* Use the surface width and height expanded to powers of 2 */ |
20 | /* Use the surface width and height expanded to powers of 2 */ |
51 | //w = power_of_two (surface->w); |
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52 | //h = power_of_two (surface->h); |
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53 | w = power_of_two (surface->w); |
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54 | h = power_of_two (surface->h); |
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55 | tex2oord[0] = 0.0f; /* Min X */ |
21 | tex2oord[0] = 0.F; /* Min X */ |
56 | tex2oord[1] = 0.0f; /* Min Y */ |
22 | tex2oord[1] = 0.F; /* Min Y */ |
57 | tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
23 | tex2oord[2] = 1.F; /* Max X */ |
58 | tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
24 | tex2oord[3] = 1.F; /* Max Y */ |
59 | |
25 | |
60 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
26 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
61 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
27 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
62 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
28 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
63 | #else |
29 | #else |
64 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
30 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
65 | #endif |
31 | #endif |
… | |
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84 | /* Restore the alpha blending attributes */ |
50 | /* Restore the alpha blending attributes */ |
85 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
51 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
86 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
52 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
87 | |
53 | |
88 | /* Create an OpenGL texture for the image */ |
54 | /* Create an OpenGL texture for the image */ |
89 | glGenTextures (1, &textur); |
55 | glGenTextures (1, &name); |
90 | glBindTexture (GL_TEXTURE_2D, textur); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
91 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
92 | 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); |
93 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
94 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
95 | 0, |
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96 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
61 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
97 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
98 | |
63 | |
99 | return textur; |
64 | return name; |
100 | } |
65 | } |
101 | |
66 | |
102 | CGcontext cgc; |
67 | material::~material () |
103 | |
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104 | void |
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105 | init_shaders () |
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106 | { |
68 | { |
107 | cgc = cgCreateContext (); |
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108 | } |
69 | } |
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70 | |
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71 | void material::enable (view &ctx) |
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72 | { |
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73 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
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74 | |
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75 | pass_data::matmap_t::iterator i = matmap.find (this); |
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76 | |
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77 | if (i == matmap.end ()) |
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78 | { |
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79 | string vsh_src, fsh_src; |
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80 | |
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81 | shader::shader_builder::start (); |
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82 | |
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83 | if (ctx.pass->l) |
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84 | ctx.pass->l->vsh (); |
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85 | |
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86 | vsh (ctx); |
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87 | |
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88 | // compute logarithmic depth - see the frustum matrix in view.C |
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89 | { |
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90 | using namespace shader::compile; |
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91 | |
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92 | temp_1f lz; |
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93 | |
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94 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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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 |
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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); |
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105 | } |
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106 | |
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107 | vsh_src = shader::shader_builder::stop (); |
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108 | |
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109 | shader::shader_builder::start (); |
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110 | |
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111 | if (ctx.pass->l) |
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112 | { |
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113 | ctx.pass->l->fsh (); |
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114 | fsh (ctx); |
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115 | } |
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116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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119 | |
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120 | fsh_src = shader::shader_builder::stop (); |
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121 | |
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122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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124 | |
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125 | po->enable (); |
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126 | } |
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127 | else |
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128 | i->second->enable (); |
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129 | |
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130 | if (ctx.pass->l) |
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131 | ctx.pass->l->enable (ctx); |
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132 | } |
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133 | |
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134 | void material::disable (view &ctx) |
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135 | { |
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136 | } |
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137 | |
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138 | test_material::test_material () |
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139 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
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142 | { |
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143 | } |
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144 | |
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145 | static shader::varying_3f normal; |
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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 | |
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171 | void test_material::vsh (view &ctx) |
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172 | { |
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173 | using namespace shader::compile; |
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174 | |
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175 | std_vsh (); |
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176 | |
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177 | if (ctx.pass->l) |
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178 | { |
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179 | texcoord = xy (vin.tex_coord[0]); |
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180 | normal = normal_matrix * vin.normal; |
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181 | } |
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182 | } |
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183 | |
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184 | void test_material::fsh (view &ctx) |
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185 | { |
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186 | using namespace shader::compile; |
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187 | |
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188 | if (ctx.pass->l) |
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189 | { |
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190 | temp_3f lc; |
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191 | temp_1f fac; |
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192 | |
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193 | temp_3f rot1, rot2, rot3; |
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194 | |
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195 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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196 | |
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197 | //rot1 = normal_matrix * rot1; |
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198 | |
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199 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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200 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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201 | |
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202 | normal = mat3 (rot1, rot2, rot3) * normal; |
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203 | |
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204 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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205 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
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206 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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207 | * ctx.pass->l->sh_colour; |
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208 | //xyz (fout.frag_color) = lc * fac; |
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209 | } |
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210 | } |
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211 | |
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212 | void test_material::enable (view &ctx) |
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213 | { |
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214 | material::enable (ctx); |
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215 | texvar->enable (); |
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216 | normvar->enable (); |
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217 | } |
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218 | |
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219 | void test_material::disable (view &ctx) |
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220 | { |
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221 | normvar->disable (); |
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222 | texvar->disable (); |
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223 | material::disable (ctx); |
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224 | } |
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225 | |
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226 | test_material *testmat; |
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227 | test_material2 *testmat2; |
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228 | |