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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 | |
10 | |
15 | GLuint |
11 | GLuint |
16 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
17 | { |
13 | { |
18 | GLuint name; |
14 | GLuint name; |
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59 | glGenTextures (1, &name); |
55 | glGenTextures (1, &name); |
60 | glBindTexture (GL_TEXTURE_2D, name); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
61 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
62 | 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); |
63 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
64 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
65 | 0, |
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66 | 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); |
67 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
68 | |
63 | |
69 | return name; |
64 | return name; |
70 | } |
65 | } |
71 | |
66 | |
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67 | material::~material () |
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68 | { |
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69 | } |
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70 | |
72 | void material::enable (view &ctx) |
71 | void material::enable (view &ctx) |
73 | { |
72 | { |
74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
73 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
75 | |
74 | |
76 | pass::matmap_t::iterator i = matmap.find (this); |
75 | pass_data::matmap_t::iterator i = matmap.find (this); |
77 | shader::program_object *p; |
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78 | |
76 | |
79 | if (i == matmap.end ()) |
77 | if (i == matmap.end ()) |
80 | { |
78 | { |
81 | shader::program_object po; |
79 | string vsh_src, fsh_src; |
82 | |
80 | |
83 | shader::shader_builder::start (); |
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 | |
84 | vsh (ctx); |
86 | vsh (ctx); |
85 | |
87 | |
86 | if (ctx.pass_data->l) |
88 | // compute logarithmic depth - see the frustum matrix in view.C |
87 | ctx.pass_data->l->vsh (); |
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88 | |
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89 | { |
89 | { |
90 | using namespace shader::compile; |
90 | using namespace shader::compile; |
91 | |
91 | |
92 | z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position); |
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); |
93 | } |
98 | } |
94 | |
99 | |
95 | po->vsh->compile (shader::shader_builder::stop ()); |
100 | vsh_src = shader::shader_builder::stop (); |
96 | |
101 | |
97 | shader::shader_builder::start (); |
102 | shader::shader_builder::start (); |
98 | shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); |
103 | |
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104 | if (ctx.pass->l) |
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105 | { |
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106 | ctx.pass->l->fsh (); |
99 | fsh (ctx); |
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 | |
100 | po->fsh->compile (shader::shader_builder::stop ()); |
113 | fsh_src = shader::shader_builder::stop (); |
101 | |
114 | |
102 | po->link (); |
115 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
103 | |
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104 | matmap.insert (pass::matmap_t::value_type (this, po)); |
116 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
105 | |
117 | |
106 | p = &po; |
118 | po->enable (); |
107 | } |
119 | } |
108 | else |
120 | else |
109 | p = &i->second; |
121 | i->second->enable (); |
110 | |
122 | |
111 | (*p)->enable (); |
123 | if (ctx.pass->l) |
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124 | ctx.pass->l->enable (ctx); |
112 | } |
125 | } |
113 | |
126 | |
114 | void material::disable (view &ctx) |
127 | void material::disable (view &ctx) |
115 | { |
128 | { |
116 | } |
129 | } |
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120 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
133 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
121 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
134 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
122 | { |
135 | { |
123 | } |
136 | } |
124 | |
137 | |
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138 | void mat_timed::enable (view &ctx) |
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139 | { |
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140 | material::enable (ctx); |
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141 | |
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142 | time->set (timer::now); |
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143 | sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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144 | } |
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145 | |
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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 | } |
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150 | |
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151 | void mat_timed::vsh (view &ctx) |
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152 | { |
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153 | using namespace shader::compile; |
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154 | std_vsh (); |
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155 | |
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156 | if (ctx.pass->l) |
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157 | f_normal = normal_matrix * vin.normal; |
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158 | } |
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159 | |
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160 | void mat_timed::fsh (view &ctx) |
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161 | { |
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162 | using namespace shader::compile; |
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163 | |
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164 | if (ctx.pass->l) |
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165 | { |
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166 | temp_1f fac; |
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167 | temp_3f normal; |
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168 | |
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169 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
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170 | |
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171 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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172 | |
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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 | |
125 | static shader::varying_3f normal, lightvec; |
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 | |
126 | static shader::varying_2f texcoord; |
255 | static shader::varying_2f texcoord; |
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256 | static shader::varying_3f normal; |
127 | |
257 | |
128 | void test_material::vsh (view &ctx) |
258 | void test_material::vsh (view &ctx) |
129 | { |
259 | { |
130 | using namespace shader::compile; |
260 | using namespace shader::compile; |
131 | |
261 | |
132 | std_vsh (); |
262 | std_vsh (); |
133 | |
263 | |
134 | if (ctx.pass_data->l) |
264 | if (ctx.pass->l) |
135 | { |
265 | { |
136 | texcoord = xy (vin.tex_coord[0]); |
266 | texcoord = xy (vin.tex_coord[0]); |
137 | normal = normal_matrix * vin.normal; |
267 | normal = normal_matrix * vin.normal; |
138 | lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex); |
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139 | } |
268 | } |
140 | } |
269 | } |
141 | |
270 | |
142 | void test_material::fsh (view &ctx) |
271 | void test_material::fsh (view &ctx) |
143 | { |
272 | { |
144 | using namespace shader::compile; |
273 | using namespace shader::compile; |
145 | |
274 | |
146 | if (ctx.pass_data->l) |
275 | if (ctx.pass->l) |
147 | { |
276 | { |
148 | temp_3f lc; |
277 | temp_3f lc; |
149 | temp_1f fac; |
278 | temp_1f fac; |
150 | |
279 | |
151 | lc = (*ctx.pass_data->l)(); |
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152 | |
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153 | temp_3f rot1, rot2, rot3; |
280 | temp_3f rot1, rot2, rot3; |
154 | |
281 | |
155 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
282 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
156 | |
283 | |
157 | //rot1 = normal_matrix * rot1; |
284 | //rot1 = normal_matrix * rot1; |
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159 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
286 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
160 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
287 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
161 | |
288 | |
162 | normal = mat3 (rot1, rot2, rot3) * normal; |
289 | normal = mat3 (rot1, rot2, rot3) * normal; |
163 | |
290 | |
164 | fac = dot (normalize (normal), normalize (lightvec)); |
291 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
165 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
292 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
166 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; |
293 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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294 | * ctx.pass->l->sh_colour; |
167 | //xyz (fout.frag_color) = lc * fac; |
295 | //xyz (fout.frag_color) = lc * fac; |
168 | } |
296 | } |
169 | } |
297 | } |
170 | |
298 | |
171 | void test_material::enable (view &ctx) |
299 | void test_material::enable (view &ctx) |
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181 | texvar->disable (); |
309 | texvar->disable (); |
182 | material::disable (ctx); |
310 | material::disable (ctx); |
183 | } |
311 | } |
184 | |
312 | |
185 | test_material *testmat; |
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; |
186 | |
317 | |