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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.53 by root, Fri Dec 10 05:37:09 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);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
97 lz = ifelse (lz <= 0, 99 lz = ifelse (lz <= 0,
98 0, 100 0,
99 log (lz + 1) / log (1e18) 101 log (lz + 1) / log (1e30)
100 ) - 1; 102 ) - 1;
103#endif
101 z (vout.position) = lz * w (vout.position); 104 z (vout.position) = lz * w (vout.position);
102 } 105 }
103 106
104 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
105 108
123 } 126 }
124 else 127 else
125 i->second->enable (); 128 i->second->enable ();
126 129
127 if (ctx.pass->l) 130 if (ctx.pass->l)
128 ctx.pass->l->enable (); 131 ctx.pass->l->enable (ctx);
129} 132}
130 133
131void material::disable (view &ctx) 134void material::disable (view &ctx)
132{ 135{
133} 136}
137: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{ 142{
140} 143}
141 144
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;
142static shader::varying_3f normal; 226static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144 227
145void test_material::vsh (view &ctx) 228void test_material::vsh (view &ctx)
146{ 229{
147 using namespace shader::compile; 230 using namespace shader::compile;
148 231
196 texvar->disable (); 279 texvar->disable ();
197 material::disable (ctx); 280 material::disable (ctx);
198} 281}
199 282
200test_material *testmat; 283test_material *testmat;
284mat_gouraud_shaded *testmat2;
285mat_timed *testmat3;
201 286

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