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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.32 by root, Wed Nov 3 03:35:13 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 10
15GLuint 11GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
17{ 13{
18 GLuint name; 14 GLuint name;
59 glGenTextures (1, &name); 55 glGenTextures (1, &name);
60 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
61 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
62 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);
63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
64 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
65 0,
66 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);
67 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
68 63
69 return name; 64 return name;
70} 65}
71 66
67material::~material ()
68{
69}
70
72void material::enable (view &ctx) 71void 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 shader::program_object *p;
78 76
79 if (i == matmap.end ()) 77 if (i == matmap.end ())
80 { 78 {
81 shader::program_object po; 79 string vsh_src, fsh_src;
82 80
83 shader::shader_builder::start (); 81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
84 vsh (ctx); 86 vsh (ctx);
85 87
86 if (ctx.pass_data->l) 88 // compute logarithmic depth - see the frustum matrix in view.C
87 ctx.pass_data->l->vsh (); 89 {
90 using namespace shader::compile;
88 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
89 po->vsh->compile (shader::shader_builder::stop ()); 107 vsh_src = shader::shader_builder::stop ();
90 108
91 shader::shader_builder::start (); 109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
92 fsh (ctx); 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
93 po->fsh->compile (shader::shader_builder::stop ()); 120 fsh_src = shader::shader_builder::stop ();
94 121
95 po->link (); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
96
97 matmap.insert (pass::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
98 124
99 p = &po; 125 po->enable ();
100 } 126 }
101 else 127 else
102 p = &i->second; 128 i->second->enable ();
103 129
104 (*p)->enable (); 130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
105} 132}
106 133
107void material::disable (view &ctx) 134void material::disable (view &ctx)
108{ 135{
109} 136}
110 137
111test_material::test_material () 138test_material::test_material ()
112//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
113: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
114, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
115{ 142{
116} 143}
117 144
118static shader::varying_3f normal, lightvec; 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
119static shader::varying_2f texcoord; 225static shader::varying_2f texcoord;
226static shader::varying_3f normal;
120 227
121void test_material::vsh (view &ctx) 228void test_material::vsh (view &ctx)
122{ 229{
123 using namespace shader::compile; 230 using namespace shader::compile;
124 231
125 std_vsh (); 232 std_vsh ();
126 233
127 if (ctx.pass_data->l) 234 if (ctx.pass->l)
128 { 235 {
129 texcoord = xy (vin.tex_coord[0]); 236 texcoord = xy (vin.tex_coord[0]);
130 normal = normal_matrix * vin.normal; 237 normal = normal_matrix * vin.normal;
131 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
132 } 238 }
133} 239}
134 240
135void test_material::fsh (view &ctx) 241void test_material::fsh (view &ctx)
136{ 242{
137 using namespace shader::compile; 243 using namespace shader::compile;
138 244
139 if (ctx.pass_data->l) 245 if (ctx.pass->l)
140 { 246 {
141 temp_3f lc; 247 temp_3f lc;
142 temp_1f fac; 248 temp_1f fac;
143 249
144 lc = (*ctx.pass_data->l)(); 250 temp_3f rot1, rot2, rot3;
145 251
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
146 fac = dot (normalize (normal), normalize (lightvec)); 261 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
147 fac = pow (max (fac, 0.0), 2); 262 fac = max (pow (max (fac, 0.0), 6), 0.3);
148 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * lc * fac; 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;
149 } 266 }
150 else
151 fout.frag_color = float4(1,1,1,1);
152} 267}
153 268
154void test_material::enable (view &ctx) 269void test_material::enable (view &ctx)
155{ 270{
156 material::enable (ctx); 271 material::enable (ctx);
163 normvar->disable (); 278 normvar->disable ();
164 texvar->disable (); 279 texvar->disable ();
165 material::disable (ctx); 280 material::disable (ctx);
166} 281}
167 282
168test_material testmat; 283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
286

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