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1 | #include <cstdlib> |
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2 | #include <cstring> |
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3 | |
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4 | #include <algorithm> |
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5 | |
1 | #include "opengl.h" |
6 | #include "opengl.h" |
2 | #include "material.h" |
7 | #include "material.h" |
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8 | #include "view.h" |
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9 | #include "util.h" |
3 | |
10 | |
4 | material::~material () |
11 | GLuint |
5 | { |
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6 | } |
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7 | |
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8 | void simple_material::begin () |
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9 | { |
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10 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); |
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11 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); |
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12 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); |
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13 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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14 | } |
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15 | |
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16 | void simple_material::end () |
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17 | { |
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18 | } |
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19 | void osama_material::begin () |
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20 | { |
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21 | cgGLEnableProfile (vsh_profile); |
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22 | cgGLEnableProfile (fsh_profile); |
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23 | cgGLEnableTextureParameter(g_Texture); |
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24 | } |
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25 | void osama_material::end () |
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26 | { |
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27 | cgGLDisableTextureParameter(g_Texture); |
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28 | // cgGLUnbindProgram (vsh_profile); |
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29 | // cgGLUnbindProgram (fsh_profile); |
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30 | cgGLDisableProfile (vsh_profile); |
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31 | cgGLDisableProfile (fsh_profile); |
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32 | } |
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33 | |
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34 | |
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35 | GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord) |
12 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
36 | { |
13 | { |
37 | GLuint textur; |
14 | GLuint name; |
38 | int w, h; |
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39 | SDL_Surface *image; |
15 | SDL_Surface *image; |
40 | SDL_Rect area; |
16 | SDL_Rect area; |
41 | Uint32 saved_flags; |
17 | Uint32 saved_flags; |
42 | Uint8 saved_alpha; |
18 | Uint8 saved_alpha; |
43 | |
19 | |
44 | /* Use the surface width and height expanded to powers of 2 */ |
20 | /* Use the surface width and height expanded to powers of 2 */ |
45 | //w = power_of_two (surface->w); |
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46 | //h = power_of_two (surface->h); |
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47 | w = power_of_two (surface->w); |
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48 | h = power_of_two (surface->h); |
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49 | texcoord[0] = 0.0f; /* Min X */ |
21 | tex2oord[0] = 0.F; /* Min X */ |
50 | texcoord[1] = 0.0f; /* Min Y */ |
22 | tex2oord[1] = 0.F; /* Min Y */ |
51 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
23 | tex2oord[2] = 1.F; /* Max X */ |
52 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
24 | tex2oord[3] = 1.F; /* Max Y */ |
53 | |
25 | |
54 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
26 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
55 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
27 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
56 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
28 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
57 | #else |
29 | #else |
58 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
30 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
59 | #endif |
31 | #endif |
60 | ); |
32 | ); |
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33 | |
61 | if (image == NULL) |
34 | if (image == NULL) |
62 | { |
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63 | return 0; |
35 | return 0; |
64 | } |
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65 | |
36 | |
66 | /* Save the alpha blending attributes */ |
37 | /* Save the alpha blending attributes */ |
67 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
38 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
68 | saved_alpha = surface->format->alpha; |
39 | saved_alpha = surface->format->alpha; |
69 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
40 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
70 | { |
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71 | SDL_SetAlpha (surface, 0, 0); |
41 | SDL_SetAlpha (surface, 0, 0); |
72 | } |
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73 | |
42 | |
74 | /* Copy the surface into the GL texture image */ |
43 | /* Copy the surface into the GL texture image */ |
75 | area.x = 0; |
44 | area.x = 0; |
76 | area.y = 0; |
45 | area.y = 0; |
77 | area.w = surface->w; |
46 | area.w = surface->w; |
78 | area.h = surface->h; |
47 | area.h = surface->h; |
79 | SDL_BlitSurface (surface, &area, image, &area); |
48 | SDL_BlitSurface (surface, &area, image, &area); |
80 | |
49 | |
81 | /* Restore the alpha blending attributes */ |
50 | /* Restore the alpha blending attributes */ |
82 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
51 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
83 | { |
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84 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
52 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
85 | } |
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86 | |
53 | |
87 | /* Create an OpenGL texture for the image */ |
54 | /* Create an OpenGL texture for the image */ |
88 | glGenTextures (1, &textur); |
55 | glGenTextures (1, &name); |
89 | glBindTexture (GL_TEXTURE_2D, textur); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
90 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
91 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
58 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
92 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
93 | 0, |
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94 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
61 | GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
95 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
96 | |
63 | |
97 | return textur; |
64 | return name; |
98 | } |
65 | } |
99 | |
66 | |
100 | |
67 | material::~material () |
101 | CGcontext cgc; |
68 | { |
102 | void init_shaders () { |
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103 | cgc = cgCreateContext (); |
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104 | } |
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 | { |
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129 | } |
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130 | |
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131 | test_material::test_material () |
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132 | //: tex ("textures/osama.jpg"), texvar (tex.name) |
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133 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
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134 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
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135 | { |
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136 | } |
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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 | |
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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)); |
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292 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
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293 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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294 | * ctx.pass->l->sh_colour; |
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295 | //xyz (fout.frag_color) = lc * fac; |
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296 | } |
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297 | } |
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298 | |
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299 | void test_material::enable (view &ctx) |
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300 | { |
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301 | material::enable (ctx); |
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302 | texvar->enable (); |
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303 | normvar->enable (); |
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304 | } |
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305 | |
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306 | void test_material::disable (view &ctx) |
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307 | { |
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308 | normvar->disable (); |
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309 | texvar->disable (); |
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310 | material::disable (ctx); |
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311 | } |
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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 | |