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4 | #include <algorithm> |
4 | #include <algorithm> |
5 | |
5 | |
6 | #include "opengl.h" |
6 | #include "opengl.h" |
7 | #include "material.h" |
7 | #include "material.h" |
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8 | #include "view.h" |
8 | #include "util.h" |
9 | #include "util.h" |
9 | |
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10 | material::~material () |
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11 | { |
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12 | } |
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13 | |
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14 | void |
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15 | simple_material::enable () |
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16 | { |
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17 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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18 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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19 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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20 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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21 | } |
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22 | |
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23 | void |
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24 | simple_material::disable () |
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25 | { |
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26 | } |
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27 | |
10 | |
28 | GLuint |
11 | GLuint |
29 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
30 | { |
13 | { |
31 | GLuint name; |
14 | GLuint name; |
32 | int w, h; |
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33 | SDL_Surface *image; |
15 | SDL_Surface *image; |
34 | SDL_Rect area; |
16 | SDL_Rect area; |
35 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
36 | Uint8 saved_alpha; |
18 | Uint8 saved_alpha; |
37 | |
19 | |
38 | /* Use the surface width and height expanded to powers of 2 */ |
20 | /* Use the surface width and height expanded to powers of 2 */ |
39 | //w = power_of_two (surface->w); |
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40 | //h = power_of_two (surface->h); |
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41 | w = power_of_two (surface->w); |
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42 | h = power_of_two (surface->h); |
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43 | tex2oord[0] = 0.0f; /* Min X */ |
21 | tex2oord[0] = 0.F; /* Min X */ |
44 | tex2oord[1] = 0.0f; /* Min Y */ |
22 | tex2oord[1] = 0.F; /* Min Y */ |
45 | tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
23 | tex2oord[2] = 1.F; /* Max X */ |
46 | tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
24 | tex2oord[3] = 1.F; /* Max Y */ |
47 | |
25 | |
48 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
26 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
49 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
27 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
50 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
28 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
51 | #else |
29 | #else |
52 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
30 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
53 | #endif |
31 | #endif |
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77 | glGenTextures (1, &name); |
55 | glGenTextures (1, &name); |
78 | glBindTexture (GL_TEXTURE_2D, name); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
79 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
80 | 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); |
81 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
82 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
83 | 0, |
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84 | 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); |
85 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
86 | |
63 | |
87 | return name; |
64 | return name; |
88 | } |
65 | } |
89 | |
66 | |
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67 | material::~material () |
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68 | { |
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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 | |
90 | test_material::test_material () |
138 | test_material::test_material () |
91 | : tex ("textures/osama.jpg"), texvar (tex.name) |
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) |
92 | { |
142 | { |
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143 | } |
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144 | |
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145 | |
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146 | void mat_timed::enable (view &ctx) |
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147 | { |
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148 | material::enable (ctx); |
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149 | |
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150 | time->set (timer::now); |
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151 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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152 | } |
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153 | |
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154 | void mat_timed::disable (view &ctx) |
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155 | { |
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156 | material::disable (ctx); |
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157 | } |
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158 | |
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159 | shader::varying_3f fish; |
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160 | |
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161 | void mat_timed::vsh (view &ctx) |
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162 | { |
93 | using namespace shader; |
163 | using namespace shader::compile; |
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164 | std_vsh (); |
94 | |
165 | |
95 | p.vsh->start (); |
166 | if (ctx.pass->l) |
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167 | { |
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168 | f_normal = normal_matrix * vin.normal; |
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169 | fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2; |
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170 | } |
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171 | } |
96 | |
172 | |
97 | temp_4f lightpos; |
173 | void mat_timed::fsh (view &ctx) |
98 | temp_4f wpos; |
174 | { |
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175 | using namespace shader::compile; |
99 | |
176 | |
100 | //lightpos = shader::vec4 (0, 10, 0, 1); |
177 | if (ctx.pass->l) |
101 | vout.position = shader::gl.model_view_projection_matrix * vin.vertex; |
178 | { |
102 | vout.tex_coord[0] = vin.tex_coord[0] + 1; |
179 | temp_1f fac; |
103 | //vout.tex_coord[1] = normalize (lightpos - wpos); |
180 | temp_3f normal; |
104 | //vout.tex_coord[2] = normalize (wpos); |
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105 | //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); |
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106 | //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); |
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107 | |
181 | |
108 | p.vsh->end (); |
182 | normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3); |
109 | p.vsh->compile (); |
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110 | |
183 | |
111 | fragment_shader fsh; |
184 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
112 | |
185 | |
113 | p.fsh->start (); |
186 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
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187 | } |
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188 | } |
114 | |
189 | |
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190 | void mat_gouraud_shaded::enable (view &ctx) |
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191 | { |
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192 | material::enable (ctx); |
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193 | |
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194 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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195 | } |
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196 | |
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197 | void mat_gouraud_shaded::disable (view &ctx) |
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198 | { |
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199 | material::disable (ctx); |
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200 | } |
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201 | |
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202 | void mat_gouraud_shaded::vsh (view &ctx) |
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203 | { |
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204 | using namespace shader::compile; |
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205 | std_vsh (); |
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206 | |
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207 | if (ctx.pass->l) |
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208 | f_normal = normal_matrix * vin.normal; |
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209 | } |
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210 | |
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211 | void mat_gouraud_shaded::fsh (view &ctx) |
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212 | { |
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213 | using namespace shader::compile; |
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214 | |
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215 | if (ctx.pass->l) |
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216 | { |
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217 | temp_1f fac; |
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218 | |
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219 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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220 | |
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221 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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222 | } |
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223 | } |
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224 | |
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225 | static shader::varying_2f texcoord; |
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226 | static shader::varying_3f normal; |
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227 | |
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228 | void test_material::vsh (view &ctx) |
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229 | { |
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230 | using namespace shader::compile; |
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231 | |
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232 | std_vsh (); |
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233 | |
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234 | if (ctx.pass->l) |
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235 | { |
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236 | texcoord = xy (vin.tex_coord[0]); |
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237 | normal = normal_matrix * vin.normal; |
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238 | } |
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239 | } |
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240 | |
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241 | void test_material::fsh (view &ctx) |
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242 | { |
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243 | using namespace shader::compile; |
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244 | |
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245 | if (ctx.pass->l) |
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246 | { |
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247 | temp_3f lc; |
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248 | temp_1f fac; |
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249 | |
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250 | temp_3f rot1, rot2, rot3; |
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251 | |
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252 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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253 | |
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254 | //rot1 = normal_matrix * rot1; |
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255 | |
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256 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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257 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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258 | |
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259 | normal = mat3 (rot1, rot2, rot3) * normal; |
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260 | |
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261 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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262 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
115 | xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]); |
263 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
116 | |
264 | * ctx.pass->l->sh_colour; |
117 | p.fsh->end (); |
265 | //xyz (fout.frag_color) = lc * fac; |
118 | p.fsh->compile (); |
266 | } |
119 | p.link (); |
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120 | } |
267 | } |
121 | |
268 | |
122 | void test_material::enable () |
269 | void test_material::enable (view &ctx) |
123 | { |
270 | { |
124 | p.enable (); |
271 | material::enable (ctx); |
125 | texvar->enable (); |
272 | texvar->enable (); |
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273 | normvar->enable (); |
126 | } |
274 | } |
127 | |
275 | |
128 | void test_material::disable () |
276 | void test_material::disable (view &ctx) |
129 | { |
277 | { |
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278 | normvar->disable (); |
130 | texvar->disable (); |
279 | texvar->disable (); |
131 | p.disable (); |
280 | material::disable (ctx); |
132 | } |
281 | } |
133 | |
282 | |
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283 | test_material *testmat; |
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284 | mat_gouraud_shaded *testmat2; |
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285 | mat_timed *testmat3; |
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286 | |