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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.51 by root, Fri Nov 26 03:48:40 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}
92 91
93 temp_1f lz; 92 temp_1f lz;
94 93
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) 94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position); 95 lz = z (vout.position);
97 z (vout.position) = clamp ( 96#if 0
98 ifelse (lz <= 0, 97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
99 lz, 98#else
99 lz = ifelse (lz <= 0,
100 0,
100 log (lz + 1) * (2 / log (1e10)) 101 log (lz + 1) / log (1e30)
101 ) - 1, 102 ) - 1;
102 -1.F, +1.F 103#endif
103 ) * w (vout.position); 104 z (vout.position) = lz * w (vout.position);
104 } 105 }
105 106
106 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
107 108
108 shader::shader_builder::start (); 109 shader::shader_builder::start ();
109 110
110 if (ctx.pass->l) 111 if (ctx.pass->l)
111 { 112 {
112 ctx.pass->l->fsh (); 113 ctx.pass->l->fsh ();
113
114 fsh (ctx); 114 fsh (ctx);
115 } 115 }
116 else 116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
117 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.);
118 119
119 fsh_src = shader::shader_builder::stop (); 120 fsh_src = shader::shader_builder::stop ();
120 121
121 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass_data::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
125 } 126 }
126 else 127 else
127 i->second->enable (); 128 i->second->enable ();
128 129
129 if (ctx.pass->l) 130 if (ctx.pass->l)
130 ctx.pass->l->enable (); 131 ctx.pass->l->enable (ctx);
131} 132}
132 133
133void material::disable (view &ctx) 134void material::disable (view &ctx)
134{ 135{
135} 136}
139: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
140, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
141{ 142{
142} 143}
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;
144static shader::varying_3f normal; 226static shader::varying_3f normal;
145static shader::varying_2f texcoord;
146 227
147void test_material::vsh (view &ctx) 228void test_material::vsh (view &ctx)
148{ 229{
149 using namespace shader::compile; 230 using namespace shader::compile;
150 231
198 texvar->disable (); 279 texvar->disable ();
199 material::disable (ctx); 280 material::disable (ctx);
200} 281}
201 282
202test_material *testmat; 283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
203 286

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