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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.38 by root, Fri Nov 5 04:08:23 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 10
15GLuint 11GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
17{ 13{
18 GLuint name; 14 GLuint name;
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,
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
67material::~material ()
68{
69}
70
72void material::enable (view &ctx) 71void 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;
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 ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
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 ();
88
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;
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);
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
104 if (ctx.pass->l)
105 {
106 ctx.pass->l->fsh ();
99 fsh (ctx); 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
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
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)
124 ctx.pass->l->enable (ctx);
112} 125}
113 126
114void material::disable (view &ctx) 127void material::disable (view &ctx)
115{ 128{
116} 129}
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
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
125static shader::varying_3f normal, lightvec; 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
126static shader::varying_2f texcoord; 255static shader::varying_2f texcoord;
256static shader::varying_3f normal;
127 257
128void test_material::vsh (view &ctx) 258void 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);
139 } 268 }
140} 269}
141 270
142void test_material::fsh (view &ctx) 271void 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)();
152
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;
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
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
171void test_material::enable (view &ctx) 299void test_material::enable (view &ctx)
181 texvar->disable (); 309 texvar->disable ();
182 material::disable (ctx); 310 material::disable (ctx);
183} 311}
184 312
185test_material *testmat; 313test_material *testmat;
314mat_gouraud_shaded *testmat2;
315mat_timed *testmat3;
316mat_debug *debugmat;
186 317

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