… | |
… | |
55 | glGenTextures (1, &name); |
55 | glGenTextures (1, &name); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
56 | glBindTexture (GL_TEXTURE_2D, name); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
57 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
58 | 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); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
59 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
60 | glTexImage2D (GL_TEXTURE_2D, |
60 | glTexImage2D (GL_TEXTURE_2D, 0, |
61 | 0, |
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62 | 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); |
63 | SDL_FreeSurface (image); /* No longer needed */ |
62 | SDL_FreeSurface (image); /* No longer needed */ |
64 | |
63 | |
65 | return name; |
64 | return name; |
66 | } |
65 | } |
… | |
… | |
69 | { |
68 | { |
70 | } |
69 | } |
71 | |
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 | |
76 | |
78 | if (i == matmap.end ()) |
77 | if (i == matmap.end ()) |
79 | { |
78 | { |
80 | string vsh_src, fsh_src; |
79 | string vsh_src, fsh_src; |
81 | |
80 | |
82 | shader::shader_builder::start (); |
81 | shader::shader_builder::start (); |
83 | |
82 | |
84 | if (ctx.pass_data->l) |
83 | if (ctx.pass->l) |
85 | ctx.pass_data->l->vsh (); |
84 | ctx.pass->l->vsh (); |
86 | |
85 | |
87 | vsh (ctx); |
86 | vsh (ctx); |
88 | |
87 | |
89 | // compute logarithmic depth - see the frustum matrix in view.C |
88 | // compute logarithmic depth - see the frustum matrix in view.C |
90 | { |
89 | { |
91 | using namespace shader::compile; |
90 | using namespace shader::compile; |
92 | |
91 | |
93 | temp_1f lz; |
92 | temp_1f lz; |
94 | |
93 | |
95 | // TODO: negative z is not calculated in an acceptable way |
94 | // TODO: negative z is not calculated in an a very acceptable way |
96 | lz = z (vout.position); |
95 | lz = z (vout.position); |
|
|
96 | lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30); |
97 | z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position); |
97 | z (vout.position) = lz * w (vout.position); |
98 | #if 0 |
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99 | z (vout.position) = |
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100 | ifelse ( |
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101 | z < 0, |
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102 | -1, |
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103 | log2 (lz) * (2 / log2 (1e10)) - 1 |
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104 | ) * w (vout.position); |
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105 | #endif |
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106 | } |
98 | } |
107 | |
99 | |
108 | vsh_src = shader::shader_builder::stop (); |
100 | vsh_src = shader::shader_builder::stop (); |
109 | |
101 | |
110 | shader::shader_builder::start (); |
102 | shader::shader_builder::start (); |
111 | |
103 | |
112 | if (ctx.pass_data->l) |
104 | if (ctx.pass->l) |
113 | { |
105 | { |
114 | ctx.pass_data->l->fsh (); |
106 | ctx.pass->l->fsh (); |
115 | |
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116 | fsh (ctx); |
107 | fsh (ctx); |
117 | } |
108 | } |
118 | else |
109 | else |
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110 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
119 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
111 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
120 | |
112 | |
121 | fsh_src = shader::shader_builder::stop (); |
113 | fsh_src = shader::shader_builder::stop (); |
122 | |
114 | |
123 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
115 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
124 | matmap.insert (pass::matmap_t::value_type (this, po)); |
116 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
125 | |
117 | |
126 | po->enable (); |
118 | po->enable (); |
127 | } |
119 | } |
128 | else |
120 | else |
129 | i->second->enable (); |
121 | i->second->enable (); |
130 | |
122 | |
131 | if (ctx.pass_data->l) |
123 | if (ctx.pass->l) |
132 | ctx.pass_data->l->enable (); |
124 | ctx.pass->l->enable (ctx); |
133 | } |
125 | } |
134 | |
126 | |
135 | void material::disable (view &ctx) |
127 | void material::disable (view &ctx) |
136 | { |
128 | { |
137 | } |
129 | } |
… | |
… | |
141 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
133 | : tex ("textures/rockwall.jpg"), texvar (tex.name) |
142 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
134 | , norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
143 | { |
135 | { |
144 | } |
136 | } |
145 | |
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; |
|
|
209 | } |
|
|
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); |
|
|
220 | glDepthMask (1); |
|
|
221 | } |
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222 | |
|
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223 | void mat_debug::disable (view &ctx) |
|
|
224 | { |
|
|
225 | material::disable (ctx); |
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226 | |
|
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227 | glDisable (GL_BLEND); |
|
|
228 | glDepthMask (0); |
|
|
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 (); |
|
|
235 | |
|
|
236 | if (ctx.pass->l) |
|
|
237 | f_normal = normal_matrix * vin.normal; |
|
|
238 | } |
|
|
239 | |
|
|
240 | void mat_debug::fsh (view &ctx) |
|
|
241 | { |
|
|
242 | using namespace shader::compile; |
|
|
243 | |
|
|
244 | if (ctx.pass->l) |
|
|
245 | { |
|
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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 | |
|
|
255 | static shader::varying_2f texcoord; |
146 | static shader::varying_3f normal; |
256 | static shader::varying_3f normal; |
147 | static shader::varying_2f texcoord; |
|
|
148 | |
257 | |
149 | void test_material::vsh (view &ctx) |
258 | void test_material::vsh (view &ctx) |
150 | { |
259 | { |
151 | using namespace shader::compile; |
260 | using namespace shader::compile; |
152 | |
261 | |
153 | std_vsh (); |
262 | std_vsh (); |
154 | |
263 | |
155 | if (ctx.pass_data->l) |
264 | if (ctx.pass->l) |
156 | { |
265 | { |
157 | texcoord = xy (vin.tex_coord[0]); |
266 | texcoord = xy (vin.tex_coord[0]); |
158 | normal = normal_matrix * vin.normal; |
267 | normal = normal_matrix * vin.normal; |
159 | } |
268 | } |
160 | } |
269 | } |
161 | |
270 | |
162 | void test_material::fsh (view &ctx) |
271 | void test_material::fsh (view &ctx) |
163 | { |
272 | { |
164 | using namespace shader::compile; |
273 | using namespace shader::compile; |
165 | |
274 | |
166 | if (ctx.pass_data->l) |
275 | if (ctx.pass->l) |
167 | { |
276 | { |
168 | temp_3f lc; |
277 | temp_3f lc; |
169 | temp_1f fac; |
278 | temp_1f fac; |
170 | |
279 | |
171 | temp_3f rot1, rot2, rot3; |
280 | temp_3f rot1, rot2, rot3; |
… | |
… | |
177 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
286 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
178 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
287 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
179 | |
288 | |
180 | normal = mat3 (rot1, rot2, rot3) * normal; |
289 | normal = mat3 (rot1, rot2, rot3) * normal; |
181 | |
290 | |
182 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
291 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
183 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
292 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
184 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
293 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
185 | * ctx.pass_data->l->sh_colour; |
294 | * ctx.pass->l->sh_colour; |
186 | //xyz (fout.frag_color) = lc * fac; |
295 | //xyz (fout.frag_color) = lc * fac; |
187 | } |
296 | } |
188 | } |
297 | } |
189 | |
298 | |
190 | void test_material::enable (view &ctx) |
299 | void test_material::enable (view &ctx) |
… | |
… | |
200 | texvar->disable (); |
309 | texvar->disable (); |
201 | material::disable (ctx); |
310 | material::disable (ctx); |
202 | } |
311 | } |
203 | |
312 | |
204 | test_material *testmat; |
313 | test_material *testmat; |
|
|
314 | mat_gouraud_shaded *testmat2; |
|
|
315 | mat_timed *testmat3; |
|
|
316 | mat_debug *debugmat; |
205 | |
317 | |