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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; |
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98 | #else |
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99 | lz = ifelse (lz <= 0, |
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100 | 0, |
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101 | log (lz + 1) / log (1e30) |
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102 | ) - 1; |
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103 | #endif |
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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 | |
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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 | |
145 | |
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146 | void mat_timed::enable (view &ctx) |
138 | void mat_timed::enable (view &ctx) |
147 | { |
139 | { |
148 | material::enable (ctx); |
140 | material::enable (ctx); |
149 | |
141 | |
150 | time->set (timer::now); |
142 | time->set (timer::now); |
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154 | void mat_timed::disable (view &ctx) |
146 | void mat_timed::disable (view &ctx) |
155 | { |
147 | { |
156 | material::disable (ctx); |
148 | material::disable (ctx); |
157 | } |
149 | } |
158 | |
150 | |
159 | shader::varying_3f fish; |
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160 | |
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161 | void mat_timed::vsh (view &ctx) |
151 | void mat_timed::vsh (view &ctx) |
162 | { |
152 | { |
163 | using namespace shader::compile; |
153 | using namespace shader::compile; |
164 | std_vsh (); |
154 | std_vsh (); |
165 | |
155 | |
166 | if (ctx.pass->l) |
156 | if (ctx.pass->l) |
167 | { |
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168 | f_normal = normal_matrix * vin.normal; |
157 | f_normal = normal_matrix * vin.normal; |
169 | fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2; |
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170 | } |
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171 | } |
158 | } |
172 | |
159 | |
173 | void mat_timed::fsh (view &ctx) |
160 | void mat_timed::fsh (view &ctx) |
174 | { |
161 | { |
175 | using namespace shader::compile; |
162 | using namespace shader::compile; |
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177 | if (ctx.pass->l) |
164 | if (ctx.pass->l) |
178 | { |
165 | { |
179 | temp_1f fac; |
166 | temp_1f fac; |
180 | temp_3f normal; |
167 | temp_3f normal; |
181 | |
168 | |
182 | normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3); |
169 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
183 | |
170 | |
184 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
171 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
185 | |
172 | |
186 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
173 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
187 | } |
174 | } |
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217 | temp_1f fac; |
204 | temp_1f fac; |
218 | |
205 | |
219 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
206 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
220 | |
207 | |
221 | 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; |
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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; |
222 | } |
252 | } |
223 | } |
253 | } |
224 | |
254 | |
225 | static shader::varying_2f texcoord; |
255 | static shader::varying_2f texcoord; |
226 | static shader::varying_3f normal; |
256 | static shader::varying_3f normal; |
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281 | } |
311 | } |
282 | |
312 | |
283 | test_material *testmat; |
313 | test_material *testmat; |
284 | mat_gouraud_shaded *testmat2; |
314 | mat_gouraud_shaded *testmat2; |
285 | mat_timed *testmat3; |
315 | mat_timed *testmat3; |
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316 | mat_debug *debugmat; |
286 | |
317 | |