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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.2 by root, Sun Oct 10 14:18:58 2004 UTC vs.
Revision 1.64 by root, Mon Jul 18 04:28:40 2005 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
8#include "view.h"
9#include "util.h"
10
11GLuint
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13{
14 GLuint name;
15 SDL_Surface *image;
16 SDL_Rect area;
17 Uint32 saved_flags;
18 Uint8 saved_alpha;
19
20 /* Use the surface width and height expanded to powers of 2 */
21 tex2oord[0] = 0.F; /* Min X */
22 tex2oord[1] = 0.F; /* Min Y */
23 tex2oord[2] = 1.F; /* Max X */
24 tex2oord[3] = 1.F; /* Max Y */
25
26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29#else
30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31#endif
32 );
33
34 if (image == NULL)
35 return 0;
36
37 /* Save the alpha blending attributes */
38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39 saved_alpha = surface->format->alpha;
40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 SDL_SetAlpha (surface, 0, 0);
42
43 /* Copy the surface into the GL texture image */
44 area.x = 0;
45 area.y = 0;
46 area.w = surface->w;
47 area.h = surface->h;
48 SDL_BlitSurface (surface, &area, image, &area);
49
50 /* Restore the alpha blending attributes */
51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53
54 /* Create an OpenGL texture for the image */
55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 0,
61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
62 SDL_FreeSurface (image); /* No longer needed */
63
64 return name;
65}
3 66
4material::~material () 67material::~material ()
5{ 68{
6} 69}
7 70
8void simple_material::begin () 71void material::enable (view &ctx)
9{ 72{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 73 pass_data::matmap_t &matmap = ctx.pass->matmap;
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15 74
16void simple_material::end () 75 pass_data::matmap_t::iterator i = matmap.find (this);
17{
18}
19 76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
20 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 a very acceptable way
95 lz = z (vout.position);
96 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
97 z (vout.position) = lz * w (vout.position);
98 }
99
100 vsh_src = shader::shader_builder::stop ();
101
102 shader::shader_builder::start ();
103
104 if (ctx.pass->l)
105 {
106 ctx.pass->l->fsh ();
107 fsh (ctx);
108 }
109 else
110 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
111 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
112
113 fsh_src = shader::shader_builder::stop ();
114
115 shader::program_object po = shader::get_program (vsh_src, fsh_src);
116 matmap.insert (pass_data::matmap_t::value_type (this, po));
117
118 po->enable ();
119 }
120 else
121 i->second->enable ();
122
123 if (ctx.pass->l)
124 ctx.pass->l->enable (ctx);
125}
126
127void material::disable (view &ctx)
128{
129}
130
131test_material::test_material ()
132//: tex ("textures/osama.jpg"), texvar (tex.name)
133: tex ("textures/rockwall.jpg"), texvar (tex.name)
134, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
135{
136}
137
138void mat_timed::enable (view &ctx)
139{
140 material::enable (ctx);
141
142 time->set (timer::now);
143 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
144}
145
146void mat_timed::disable (view &ctx)
147{
148 material::disable (ctx);
149}
150
151void mat_timed::vsh (view &ctx)
152{
153 using namespace shader::compile;
154 std_vsh ();
155
156 if (ctx.pass->l)
157 f_normal = normal_matrix * vin.normal;
158}
159
160void mat_timed::fsh (view &ctx)
161{
162 using namespace shader::compile;
163
164 if (ctx.pass->l)
165 {
166 temp_1f fac;
167 temp_3f normal;
168
169 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
170
171 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
172
173 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
174 }
175}
176
177void mat_gouraud_shaded::enable (view &ctx)
178{
179 material::enable (ctx);
180
181 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
182}
183
184void mat_gouraud_shaded::disable (view &ctx)
185{
186 material::disable (ctx);
187}
188
189void mat_gouraud_shaded::vsh (view &ctx)
190{
191 using namespace shader::compile;
192 std_vsh ();
193
194 if (ctx.pass->l)
195 f_normal = normal_matrix * vin.normal;
196}
197
198void mat_gouraud_shaded::fsh (view &ctx)
199{
200 using namespace shader::compile;
201
202 if (ctx.pass->l)
203 {
204 temp_1f fac;
205
206 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
207
208 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
209 }
210}
211
212static shader::varying_3f f_normal;
213
214void mat_debug::enable (view &ctx)
215{
216 material::enable (ctx);
217
218 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
219 glEnable (GL_BLEND);
220 glDepthMask (1);
221}
222
223void mat_debug::disable (view &ctx)
224{
225 material::disable (ctx);
226
227 glDisable (GL_BLEND);
228 glDepthMask (0);
229}
230
231void mat_debug::vsh (view &ctx)
232{
233 using namespace shader::compile;
234 std_vsh ();
235
236 if (ctx.pass->l)
237 f_normal = normal_matrix * vin.normal;
238}
239
240void mat_debug::fsh (view &ctx)
241{
242 using namespace shader::compile;
243
244 if (ctx.pass->l)
245 {
246 temp_1f fac;
247
248 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
249
250 xyz (fout.frag_color) = float3 (1.,0.,0.);
251 w (fout.frag_color) = 0.1;
252 }
253}
254
255static shader::varying_2f texcoord;
256static shader::varying_3f normal;
257
258void test_material::vsh (view &ctx)
259{
260 using namespace shader::compile;
261
262 std_vsh ();
263
264 if (ctx.pass->l)
265 {
266 texcoord = xy (vin.tex_coord[0]);
267 normal = normal_matrix * vin.normal;
268 }
269}
270
271void test_material::fsh (view &ctx)
272{
273 using namespace shader::compile;
274
275 if (ctx.pass->l)
276 {
277 temp_3f lc;
278 temp_1f fac;
279
280 temp_3f rot1, rot2, rot3;
281
282 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
283
284 //rot1 = normal_matrix * rot1;
285
286 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
287 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
288
289 normal = mat3 (rot1, rot2, rot3) * normal;
290
291 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
292 fac = max (pow (max (fac, 0.0), 6), 0.3);
293 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
294 * ctx.pass->l->sh_colour;
295 //xyz (fout.frag_color) = lc * fac;
296 }
297}
298
299void test_material::enable (view &ctx)
300{
301 material::enable (ctx);
302 texvar->enable ();
303 normvar->enable ();
304}
305
306void test_material::disable (view &ctx)
307{
308 normvar->disable ();
309 texvar->disable ();
310 material::disable (ctx);
311}
312
313test_material *testmat;
314mat_gouraud_shaded *testmat2;
315mat_timed *testmat3;
316mat_debug *debugmat;
317

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