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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 | |
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88 | // compute logarithmic depth - see the frustum matrix in view.C |
89 | { |
89 | { |
90 | using namespace shader::compile; |
90 | using namespace shader::compile; |
91 | |
91 | |
92 | //z (vout.position) = (log2 (z (vout.position) + 1.F) - 1); |
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 |
93 | z (vout.position) = z (vout.position) - 1; |
104 | z (vout.position) = lz * w (vout.position); |
94 | } |
105 | } |
95 | |
106 | |
96 | vsh_src = shader::shader_builder::stop (); |
107 | vsh_src = shader::shader_builder::stop (); |
97 | |
108 | |
98 | shader::shader_builder::start (); |
109 | shader::shader_builder::start (); |
99 | |
110 | |
100 | if (ctx.pass_data->l) |
111 | if (ctx.pass->l) |
101 | { |
112 | { |
102 | ctx.pass_data->l->fsh (); |
113 | ctx.pass->l->fsh (); |
103 | |
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104 | fsh (ctx); |
114 | fsh (ctx); |
105 | } |
115 | } |
106 | else |
116 | else |
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117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
107 | 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.); |
108 | |
119 | |
109 | fsh_src = shader::shader_builder::stop (); |
120 | fsh_src = shader::shader_builder::stop (); |
110 | |
121 | |
111 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
112 | matmap.insert (pass::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
113 | |
124 | |
114 | po->enable (); |
125 | po->enable (); |
115 | } |
126 | } |
116 | else |
127 | else |
117 | i->second->enable (); |
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); |
118 | } |
132 | } |
119 | |
133 | |
120 | void material::disable (view &ctx) |
134 | void material::disable (view &ctx) |
121 | { |
135 | { |
122 | } |
136 | } |
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126 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
140 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
127 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
141 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
128 | { |
142 | { |
129 | } |
143 | } |
130 | |
144 | |
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145 | void mat_gouraud_shaded::enable (view &ctx) |
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146 | { |
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147 | material::enable (ctx); |
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148 | |
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149 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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150 | } |
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151 | |
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152 | void mat_gouraud_shaded::disable (view &ctx) |
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153 | { |
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154 | material::disable (ctx); |
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155 | } |
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156 | |
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157 | void mat_gouraud_shaded::vsh (view &ctx) |
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158 | { |
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159 | using namespace shader::compile; |
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160 | std_vsh (); |
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161 | |
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162 | if (ctx.pass->l) |
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163 | f_normal = normal_matrix * vin.normal; |
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164 | } |
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165 | |
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166 | void mat_gouraud_shaded::fsh (view &ctx) |
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167 | { |
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168 | using namespace shader::compile; |
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169 | |
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170 | if (ctx.pass->l) |
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171 | { |
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172 | temp_1f fac; |
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173 | |
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174 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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175 | |
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176 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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177 | } |
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178 | } |
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179 | |
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180 | static shader::varying_2f texcoord; |
131 | static shader::varying_3f normal; |
181 | static shader::varying_3f normal; |
132 | static shader::varying_2f texcoord; |
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133 | |
182 | |
134 | void test_material::vsh (view &ctx) |
183 | void test_material::vsh (view &ctx) |
135 | { |
184 | { |
136 | using namespace shader::compile; |
185 | using namespace shader::compile; |
137 | |
186 | |
138 | std_vsh (); |
187 | std_vsh (); |
139 | |
188 | |
140 | if (ctx.pass_data->l) |
189 | if (ctx.pass->l) |
141 | { |
190 | { |
142 | texcoord = xy (vin.tex_coord[0]); |
191 | texcoord = xy (vin.tex_coord[0]); |
143 | normal = normal_matrix * vin.normal; |
192 | normal = normal_matrix * vin.normal; |
144 | } |
193 | } |
145 | } |
194 | } |
146 | |
195 | |
147 | void test_material::fsh (view &ctx) |
196 | void test_material::fsh (view &ctx) |
148 | { |
197 | { |
149 | using namespace shader::compile; |
198 | using namespace shader::compile; |
150 | |
199 | |
151 | if (ctx.pass_data->l) |
200 | if (ctx.pass->l) |
152 | { |
201 | { |
153 | temp_3f lc; |
202 | temp_3f lc; |
154 | temp_1f fac; |
203 | temp_1f fac; |
155 | |
204 | |
156 | temp_3f rot1, rot2, rot3; |
205 | temp_3f rot1, rot2, rot3; |
… | |
… | |
162 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
211 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
163 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
212 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
164 | |
213 | |
165 | normal = mat3 (rot1, rot2, rot3) * normal; |
214 | normal = mat3 (rot1, rot2, rot3) * normal; |
166 | |
215 | |
167 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
216 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
168 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
217 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
169 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
218 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
170 | * ctx.pass_data->l->sh_colour; |
219 | * ctx.pass->l->sh_colour; |
171 | //xyz (fout.frag_color) = lc * fac; |
220 | //xyz (fout.frag_color) = lc * fac; |
172 | } |
221 | } |
173 | } |
222 | } |
174 | |
223 | |
175 | void test_material::enable (view &ctx) |
224 | void test_material::enable (view &ctx) |
… | |
… | |
185 | texvar->disable (); |
234 | texvar->disable (); |
186 | material::disable (ctx); |
235 | material::disable (ctx); |
187 | } |
236 | } |
188 | |
237 | |
189 | test_material *testmat; |
238 | test_material *testmat; |
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239 | mat_gouraud_shaded *testmat2; |
190 | |
240 | |