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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.58 by root, Mon Feb 7 08:51:18 2005 UTC vs.
Revision 1.64 by root, Mon Jul 18 04:28:40 2005 UTC

89 { 89 {
90 using namespace shader::compile; 90 using namespace shader::compile;
91 91
92 temp_1f lz; 92 temp_1f lz;
93 93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) 94 // TODO: negative z is not calculated in an a very acceptable way
95 lz = z (vout.position); 95 lz = z (vout.position);
96#if 0 96 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position); 97 z (vout.position) = lz * w (vout.position);
105 } 98 }
106 99
107 vsh_src = shader::shader_builder::stop (); 100 vsh_src = shader::shader_builder::stop ();
108 101
140: tex ("textures/rockwall.jpg"), texvar (tex.name) 133: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 134, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142{ 135{
143} 136}
144 137
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
145void mat_gouraud_shaded::enable (view &ctx) 177void mat_gouraud_shaded::enable (view &ctx)
146{ 178{
147 material::enable (ctx); 179 material::enable (ctx);
148 180
149 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); 181 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
172 temp_1f fac; 204 temp_1f fac;
173 205
174 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); 206 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
175 207
176 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; 208 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
209 }
210}
211
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;
177 } 252 }
178} 253}
179 254
180static shader::varying_2f texcoord; 255static shader::varying_2f texcoord;
181static shader::varying_3f normal; 256static shader::varying_3f normal;
235 material::disable (ctx); 310 material::disable (ctx);
236} 311}
237 312
238test_material *testmat; 313test_material *testmat;
239mat_gouraud_shaded *testmat2; 314mat_gouraud_shaded *testmat2;
315mat_timed *testmat3;
316mat_debug *debugmat;
240 317

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