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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.2 by root, Sun Oct 10 14:18:58 2004 UTC vs.
Revision 1.61 by root, Fri Feb 11 15:17:47 2005 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
10
11GLuint
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13{
14 GLuint name;
15 SDL_Surface *image;
16 SDL_Rect area;
17 Uint32 saved_flags;
18 Uint8 saved_alpha;
19
20 /* Use the surface width and height expanded to powers of 2 */
21 tex2oord[0] = 0.F; /* Min X */
22 tex2oord[1] = 0.F; /* Min Y */
23 tex2oord[2] = 1.F; /* Max X */
24 tex2oord[3] = 1.F; /* Max Y */
25
26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29#else
30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31#endif
32 );
33
34 if (image == NULL)
35 return 0;
36
37 /* Save the alpha blending attributes */
38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39 saved_alpha = surface->format->alpha;
40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 SDL_SetAlpha (surface, 0, 0);
42
43 /* Copy the surface into the GL texture image */
44 area.x = 0;
45 area.y = 0;
46 area.w = surface->w;
47 area.h = surface->h;
48 SDL_BlitSurface (surface, &area, image, &area);
49
50 /* Restore the alpha blending attributes */
51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53
54 /* Create an OpenGL texture for the image */
55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 0,
61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
62 SDL_FreeSurface (image); /* No longer needed */
63
64 return name;
65}
3 66
4material::~material () 67material::~material ()
5{ 68{
6} 69}
7 70
8void simple_material::begin () 71void material::enable (view &ctx)
9{ 72{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 73 pass_data::matmap_t &matmap = ctx.pass->matmap;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15 74
16void simple_material::end () 75 pass_data::matmap_t::iterator i = matmap.find (this);
17{
18}
19 76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
20 80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
136}
137
138test_material::test_material ()
139//: tex ("textures/osama.jpg"), texvar (tex.name)
140: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142{
143}
144
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159shader::varying_3f fish;
160
161void mat_timed::vsh (view &ctx)
162{
163 using namespace shader::compile;
164 std_vsh ();
165
166 if (ctx.pass->l)
167 {
168 f_normal = normal_matrix * vin.normal;
169 fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2;
170 }
171}
172
173void mat_timed::fsh (view &ctx)
174{
175 using namespace shader::compile;
176
177 if (ctx.pass->l)
178 {
179 temp_1f fac;
180 temp_3f normal;
181
182 normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3);
183
184 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
185
186 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
187 }
188}
189
190void mat_gouraud_shaded::enable (view &ctx)
191{
192 material::enable (ctx);
193
194 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
195}
196
197void mat_gouraud_shaded::disable (view &ctx)
198{
199 material::disable (ctx);
200}
201
202void mat_gouraud_shaded::vsh (view &ctx)
203{
204 using namespace shader::compile;
205 std_vsh ();
206
207 if (ctx.pass->l)
208 f_normal = normal_matrix * vin.normal;
209}
210
211void mat_gouraud_shaded::fsh (view &ctx)
212{
213 using namespace shader::compile;
214
215 if (ctx.pass->l)
216 {
217 temp_1f fac;
218
219 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
220
221 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
222 }
223}
224
225static shader::varying_2f texcoord;
226static shader::varying_3f normal;
227
228void test_material::vsh (view &ctx)
229{
230 using namespace shader::compile;
231
232 std_vsh ();
233
234 if (ctx.pass->l)
235 {
236 texcoord = xy (vin.tex_coord[0]);
237 normal = normal_matrix * vin.normal;
238 }
239}
240
241void test_material::fsh (view &ctx)
242{
243 using namespace shader::compile;
244
245 if (ctx.pass->l)
246 {
247 temp_3f lc;
248 temp_1f fac;
249
250 temp_3f rot1, rot2, rot3;
251
252 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
253
254 //rot1 = normal_matrix * rot1;
255
256 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
257 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
258
259 normal = mat3 (rot1, rot2, rot3) * normal;
260
261 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
262 fac = max (pow (max (fac, 0.0), 6), 0.3);
263 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
264 * ctx.pass->l->sh_colour;
265 //xyz (fout.frag_color) = lc * fac;
266 }
267}
268
269void test_material::enable (view &ctx)
270{
271 material::enable (ctx);
272 texvar->enable ();
273 normvar->enable ();
274}
275
276void test_material::disable (view &ctx)
277{
278 normvar->disable ();
279 texvar->disable ();
280 material::disable (ctx);
281}
282
283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
286

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