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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.31 by root, Wed Nov 3 01:37:23 2004 UTC vs.
Revision 1.61 by root, Fri Feb 11 15:17:47 2005 UTC

5 5
6#include "opengl.h" 6#include "opengl.h"
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
11material::~material ()
12{
13}
14
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28 10
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
73 glGenTextures (1, &name); 55 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 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);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
79 0,
80 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);
81 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
82 63
83 return name; 64 return name;
65}
66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
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{
84} 136}
85 137
86test_material::test_material () 138test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
90{ 142{
91 using namespace shader::compile; 143}
92 144
93 shader_builder::start ();
94 145
95 temp_4f wpos; 146void mat_timed::enable (view &ctx)
96 varying_1f camdist, zpos; 147{
97 varying_2f texcoord; 148 material::enable (ctx);
98 varying_3f lightvec, normal;
99
100 wpos = model_view_matrix * vin.vertex;
101 149
102 temp_1f wz; 150 time->set (timer::now);
103 //wz = log2 (abs (wz)) * sign (wz); 151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
104 153
105 vout.position = projection_matrix * wpos; 154void mat_timed::disable (view &ctx)
106 texcoord = xy (vin.tex_coord[0]); 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 {
107 normal = normal_matrix * vin.normal; 168 f_normal = normal_matrix * vin.normal;
108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 169 fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2;
109 camdist = 1 - max (length (lightvec) / 10000., 0); 170 }
171}
110 172
111 p->vsh->compile (shader_builder::stop ()); 173void mat_timed::fsh (view &ctx)
174{
175 using namespace shader::compile;
112 176
113 shader_builder::start (); 177 if (ctx.pass->l)
114 178 {
115 temp_1f fac; 179 temp_1f fac;
116 temp_2f disp;
117 temp_1f dx, dy;
118 temp_1f bumpnormal; 180 temp_3f normal;
119 temp_1f dist;
120 181
182 normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3);
183
121 fac = dot (normalize (normal), normalize (lightvec)); 184 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
122 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 185
123 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 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));
124 fac = pow (max (fac, 0.0), 2); 262 fac = max (pow (max (fac, 0.0), 6), 0.3);
125 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist; 263 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
126 264 * ctx.pass->l->sh_colour;
127 p->fsh->compile (shader_builder::stop ()); 265 //xyz (fout.frag_color) = lc * fac;
128 p->link (); 266 }
129} 267}
130 268
131void test_material::enable (view &ctx) 269void test_material::enable (view &ctx)
132{ 270{
133 p->enable (); 271 material::enable (ctx);
134 lightpos->set (vec3 (0, 0, 0));
135 texvar->enable (); 272 texvar->enable ();
136 normvar->enable (); 273 normvar->enable ();
137} 274}
138 275
139void test_material::disable (view &ctx) 276void test_material::disable (view &ctx)
140{ 277{
141 normvar->disable (); 278 normvar->disable ();
142 texvar->disable (); 279 texvar->disable ();
143 p->disable (); 280 material::disable (ctx);
144} 281}
145 282
283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
286

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