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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.43 by root, Sat Nov 6 04:31:01 2004 UTC vs.
Revision 1.61 by root, Fri Feb 11 15:17:47 2005 UTC

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,
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
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 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
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) * 1.82F - 1); 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
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
104 fsh (ctx); 114 fsh (ctx);
105 } 115 }
106 else 116 else
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 ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
118} 132}
119 133
120void material::disable (view &ctx) 134void material::disable (view &ctx)
121{ 135{
122} 136}
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
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;
131static shader::varying_3f normal; 226static shader::varying_3f normal;
132static shader::varying_2f texcoord;
133 227
134void test_material::vsh (view &ctx) 228void test_material::vsh (view &ctx)
135{ 229{
136 using namespace shader::compile; 230 using namespace shader::compile;
137 231
138 std_vsh (); 232 std_vsh ();
139 233
140 if (ctx.pass_data->l) 234 if (ctx.pass->l)
141 { 235 {
142 texcoord = xy (vin.tex_coord[0]); 236 texcoord = xy (vin.tex_coord[0]);
143 normal = normal_matrix * vin.normal; 237 normal = normal_matrix * vin.normal;
144 } 238 }
145} 239}
146 240
147void test_material::fsh (view &ctx) 241void test_material::fsh (view &ctx)
148{ 242{
149 using namespace shader::compile; 243 using namespace shader::compile;
150 244
151 if (ctx.pass_data->l) 245 if (ctx.pass->l)
152 { 246 {
153 temp_3f lc; 247 temp_3f lc;
154 temp_1f fac; 248 temp_1f fac;
155 249
156 temp_3f rot1, rot2, rot3; 250 temp_3f rot1, rot2, rot3;
162 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 256 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
163 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 257 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
164 258
165 normal = mat3 (rot1, rot2, rot3) * normal; 259 normal = mat3 (rot1, rot2, rot3) * normal;
166 260
167 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); 261 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
168 fac = max (pow (max (fac, 0.0), 6), 0.3); 262 fac = max (pow (max (fac, 0.0), 6), 0.3);
169 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 263 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
170 * ctx.pass_data->l->sh_colour; 264 * ctx.pass->l->sh_colour;
171 //xyz (fout.frag_color) = lc * fac; 265 //xyz (fout.frag_color) = lc * fac;
172 } 266 }
173} 267}
174 268
175void test_material::enable (view &ctx) 269void test_material::enable (view &ctx)
185 texvar->disable (); 279 texvar->disable ();
186 material::disable (ctx); 280 material::disable (ctx);
187} 281}
188 282
189test_material *testmat; 283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
190 286

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