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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.25 by root, Mon Nov 1 01:57:03 2004 UTC vs.
Revision 1.64 by root, Mon Jul 18 04:28:40 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
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28 10
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
73 glGenTextures (1, &name); 55 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 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);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
79 0,
80 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);
81 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
82 63
83 return name; 64 return name;
65}
66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
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{
84} 129}
85 130
86test_material::test_material () 131test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 132//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 133: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 134, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
90{ 135{
91 using namespace shader::compile; 136}
92 137
93 p.vsh->start (); 138void mat_timed::enable (view &ctx)
139{
140 material::enable (ctx);
94 141
95 temp_4f wpos; 142 time->set (timer::now);
96 143 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
97 wpos = model_view_projection_matrix * vin.vertex; 144}
98 145
99 //wpos = wpos / abs (w (wpos)); 146void mat_timed::disable (view &ctx)
147{
148 material::disable (ctx);
149}
100 150
101 vout.position = wpos; 151void mat_timed::vsh (view &ctx)
102 vout.tex_coord[0] = vin.tex_coord[0]; 152{
103 xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; 153 using namespace shader::compile;
104 xyz (vout.tex_coord[2]) = xyz (lightpos - model_view_matrix * vin.vertex); 154 std_vsh ();
105 w (vout.tex_coord[2]) = 1.;
106 xw (vout.tex_coord[3]) = shader::compile::vec2 (length (xyz (vout.tex_coord[2])), 1.);
107 155
108 p.vsh->end (); 156 if (ctx.pass->l)
109 p.vsh->compile (); 157 f_normal = normal_matrix * vin.normal;
158}
110 159
111 p.fsh->start (); 160void mat_timed::fsh (view &ctx)
161{
162 using namespace shader::compile;
112 163
164 if (ctx.pass->l)
165 {
113 temp_1f fac; 166 temp_1f fac;
114 temp_2f disp;
115 temp_1f dx, dy;
116 temp_1f bumpnormal; 167 temp_3f normal;
117 temp_1f dist;
118 168
119 dist = min (x(fin.tex_coord[3]), 100.); 169 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
120 170
121 fac = dot (normalize (xyz (fin.tex_coord[1])), xyz (normalize (fin.tex_coord[2]))); 171 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
122 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 172
123 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 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));
124 //fac = pow (max (fac, 0.0), 8); 292 fac = max (pow (max (fac, 0.0), 6), 0.3);
125 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac, 1.2 * (1 - dist / 100.)); 293 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
126 294 * ctx.pass->l->sh_colour;
127 p.fsh->end (); 295 //xyz (fout.frag_color) = lc * fac;
128 p.fsh->compile (); 296 }
129 p.link ();
130} 297}
131 298
132void test_material::enable (view &ctx) 299void test_material::enable (view &ctx)
133{ 300{
134 p.enable (); 301 material::enable (ctx);
135 lightpos->set (vec3 (0, 0, 0));
136 texvar->enable (); 302 texvar->enable ();
137 normvar->enable (); 303 normvar->enable ();
138} 304}
139 305
140void test_material::disable (view &ctx) 306void test_material::disable (view &ctx)
141{ 307{
142 normvar->disable (); 308 normvar->disable ();
143 texvar->disable (); 309 texvar->disable ();
144 p.disable (); 310 material::disable (ctx);
145} 311}
146 312
313test_material *testmat;
314mat_gouraud_shaded *testmat2;
315mat_timed *testmat3;
316mat_debug *debugmat;
317

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