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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 | |
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11 | material::~material () |
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12 | { |
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13 | } |
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14 | |
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15 | void |
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16 | simple_material::enable (view &ctx) |
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17 | { |
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18 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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19 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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20 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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21 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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22 | } |
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23 | |
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24 | void |
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25 | simple_material::disable (view &ctx) |
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26 | { |
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27 | } |
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28 | |
10 | |
29 | GLuint |
11 | GLuint |
30 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
31 | { |
13 | { |
32 | GLuint name; |
14 | GLuint name; |
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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, |
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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; |
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65 | } |
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66 | |
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67 | material::~material () |
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68 | { |
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69 | } |
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70 | |
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71 | void material::enable (view &ctx) |
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72 | { |
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73 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
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74 | |
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75 | pass_data::matmap_t::iterator i = matmap.find (this); |
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76 | |
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77 | if (i == matmap.end ()) |
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78 | { |
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79 | string vsh_src, fsh_src; |
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80 | |
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81 | shader::shader_builder::start (); |
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82 | |
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83 | if (ctx.pass->l) |
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84 | ctx.pass->l->vsh (); |
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85 | |
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86 | vsh (ctx); |
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87 | |
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88 | // compute logarithmic depth - see the frustum matrix in view.C |
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89 | { |
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90 | using namespace shader::compile; |
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91 | |
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92 | temp_1f lz; |
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93 | |
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94 | // TODO: negative z is not calculated in an a very acceptable way |
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95 | lz = z (vout.position); |
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96 | lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30); |
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97 | z (vout.position) = lz * w (vout.position); |
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98 | } |
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99 | |
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100 | vsh_src = shader::shader_builder::stop (); |
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101 | |
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102 | shader::shader_builder::start (); |
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103 | |
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104 | if (ctx.pass->l) |
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105 | { |
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106 | ctx.pass->l->fsh (); |
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107 | fsh (ctx); |
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108 | } |
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109 | else |
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110 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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111 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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112 | |
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113 | fsh_src = shader::shader_builder::stop (); |
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114 | |
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115 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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116 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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117 | |
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118 | po->enable (); |
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119 | } |
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120 | else |
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121 | i->second->enable (); |
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122 | |
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123 | if (ctx.pass->l) |
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124 | ctx.pass->l->enable (ctx); |
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125 | } |
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126 | |
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127 | void material::disable (view &ctx) |
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128 | { |
84 | } |
129 | } |
85 | |
130 | |
86 | test_material::test_material () |
131 | test_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 (); |
138 | void mat_timed::enable (view &ctx) |
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139 | { |
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140 | material::enable (ctx); |
94 | |
141 | |
95 | temp_4f wpos; |
142 | time->set (timer::now); |
96 | varying_1f camdist; |
143 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
97 | varying_3f lightvec; |
144 | } |
98 | |
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99 | wpos = model_view_projection_matrix * vin.vertex; |
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100 | |
145 | |
101 | //wpos = wpos / abs (w (wpos)); |
146 | void mat_timed::disable (view &ctx) |
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147 | { |
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148 | material::disable (ctx); |
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149 | } |
102 | |
150 | |
103 | vout.position = wpos; |
151 | void mat_timed::vsh (view &ctx) |
104 | vout.tex_coord[0] = vin.tex_coord[0]; |
152 | { |
105 | xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; |
153 | using namespace shader::compile; |
106 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
154 | std_vsh (); |
107 | camdist = length (xyz (vout.tex_coord[2])); |
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108 | |
155 | |
109 | p.vsh->end (); |
156 | if (ctx.pass->l) |
110 | p.vsh->compile (); |
157 | f_normal = normal_matrix * vin.normal; |
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158 | } |
111 | |
159 | |
112 | p.fsh->start (); |
160 | void mat_timed::fsh (view &ctx) |
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161 | { |
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162 | using namespace shader::compile; |
113 | |
163 | |
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164 | if (ctx.pass->l) |
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165 | { |
114 | temp_1f fac; |
166 | temp_1f fac; |
115 | temp_2f disp; |
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116 | temp_1f dx, dy; |
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117 | temp_1f bumpnormal; |
167 | temp_3f normal; |
118 | temp_1f dist; |
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119 | |
168 | |
120 | dist = min (x(camdist), 10000.); |
169 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
121 | |
170 | |
122 | fac = dot (normalize (xyz (fin.tex_coord[1])), normalize (lightvec)); |
171 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
123 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
172 | |
124 | //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; |
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174 | } |
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175 | } |
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176 | |
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177 | void mat_gouraud_shaded::enable (view &ctx) |
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178 | { |
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179 | material::enable (ctx); |
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180 | |
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181 | sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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182 | } |
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183 | |
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184 | void mat_gouraud_shaded::disable (view &ctx) |
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185 | { |
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186 | material::disable (ctx); |
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187 | } |
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188 | |
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189 | void mat_gouraud_shaded::vsh (view &ctx) |
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190 | { |
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191 | using namespace shader::compile; |
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192 | std_vsh (); |
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193 | |
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194 | if (ctx.pass->l) |
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195 | f_normal = normal_matrix * vin.normal; |
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196 | } |
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197 | |
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198 | void mat_gouraud_shaded::fsh (view &ctx) |
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199 | { |
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200 | using namespace shader::compile; |
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201 | |
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202 | if (ctx.pass->l) |
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203 | { |
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204 | temp_1f fac; |
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205 | |
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206 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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207 | |
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208 | xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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209 | } |
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210 | } |
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211 | |
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212 | static shader::varying_3f f_normal; |
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213 | |
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214 | void mat_debug::enable (view &ctx) |
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215 | { |
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216 | material::enable (ctx); |
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217 | |
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218 | glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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219 | glEnable (GL_BLEND); |
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220 | glDepthMask (1); |
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221 | } |
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222 | |
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223 | void mat_debug::disable (view &ctx) |
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224 | { |
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225 | material::disable (ctx); |
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226 | |
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227 | glDisable (GL_BLEND); |
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228 | glDepthMask (0); |
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229 | } |
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230 | |
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231 | void mat_debug::vsh (view &ctx) |
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232 | { |
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233 | using namespace shader::compile; |
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234 | std_vsh (); |
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235 | |
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236 | if (ctx.pass->l) |
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237 | f_normal = normal_matrix * vin.normal; |
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238 | } |
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239 | |
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240 | void mat_debug::fsh (view &ctx) |
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241 | { |
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242 | using namespace shader::compile; |
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243 | |
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244 | if (ctx.pass->l) |
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245 | { |
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246 | temp_1f fac; |
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247 | |
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248 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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249 | |
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250 | xyz (fout.frag_color) = float3 (1.,0.,0.); |
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251 | w (fout.frag_color) = 0.1; |
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252 | } |
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253 | } |
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254 | |
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255 | static shader::varying_2f texcoord; |
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256 | static shader::varying_3f normal; |
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257 | |
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258 | void test_material::vsh (view &ctx) |
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259 | { |
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260 | using namespace shader::compile; |
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261 | |
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262 | std_vsh (); |
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263 | |
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264 | if (ctx.pass->l) |
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265 | { |
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266 | texcoord = xy (vin.tex_coord[0]); |
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267 | normal = normal_matrix * vin.normal; |
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268 | } |
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269 | } |
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270 | |
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271 | void test_material::fsh (view &ctx) |
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272 | { |
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273 | using namespace shader::compile; |
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274 | |
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275 | if (ctx.pass->l) |
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276 | { |
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277 | temp_3f lc; |
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278 | temp_1f fac; |
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279 | |
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280 | temp_3f rot1, rot2, rot3; |
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281 | |
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282 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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283 | |
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284 | //rot1 = normal_matrix * rot1; |
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285 | |
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286 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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287 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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288 | |
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289 | normal = mat3 (rot1, rot2, rot3) * normal; |
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290 | |
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291 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
125 | //fac = pow (max (fac, 0.0), 8); |
292 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
126 | xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac * (0.4 + 1.F * (1 - dist / 10000.)), 0); |
293 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
127 | |
294 | * ctx.pass->l->sh_colour; |
128 | p.fsh->end (); |
295 | //xyz (fout.frag_color) = lc * fac; |
129 | p.fsh->compile (); |
296 | } |
130 | p.link (); |
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131 | } |
297 | } |
132 | |
298 | |
133 | void test_material::enable (view &ctx) |
299 | void test_material::enable (view &ctx) |
134 | { |
300 | { |
135 | p.enable (); |
301 | material::enable (ctx); |
136 | lightpos->set (vec3 (0, 0, 0)); |
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137 | texvar->enable (); |
302 | texvar->enable (); |
138 | normvar->enable (); |
303 | normvar->enable (); |
139 | } |
304 | } |
140 | |
305 | |
141 | void test_material::disable (view &ctx) |
306 | void test_material::disable (view &ctx) |
142 | { |
307 | { |
143 | normvar->disable (); |
308 | normvar->disable (); |
144 | texvar->disable (); |
309 | texvar->disable (); |
145 | p.disable (); |
310 | material::disable (ctx); |
146 | } |
311 | } |
147 | |
312 | |
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313 | test_material *testmat; |
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314 | mat_gouraud_shaded *testmat2; |
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315 | mat_timed *testmat3; |
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316 | mat_debug *debugmat; |
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317 | |