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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.64 by root, Mon Jul 18 04:28:40 2005 UTC vs.
Revision 1.67 by root, Wed Jan 25 22:52:26 2006 UTC

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 10
11GLuint 11GLuint
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags)
13{ 13{
14 GLuint name; 14 GLuint name;
15 SDL_Surface *image; 15 SDL_Surface *image;
16 SDL_Rect area; 16 SDL_Rect area;
17 Uint32 saved_flags; 17 Uint32 saved_flags;
53 53
54 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
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, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 0,
61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 60 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
61
62 if (flags & CLAMP)
63 {
64 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
65 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
66 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
67 }
68
62 SDL_FreeSurface (image); /* No longer needed */ 69 SDL_FreeSurface (image); /* No longer needed */
63 70
64 return name; 71 return name;
65} 72}
66 73
106 ctx.pass->l->fsh (); 113 ctx.pass->l->fsh ();
107 fsh (ctx); 114 fsh (ctx);
108 } 115 }
109 else 116 else
110 // many drivers need both vertex and fragment shader, 'caboom!' otherwise 117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
111 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); 118 shader::compile::fout.frag_color = shader::compile::vec4 (0., 0., 0., 0.);
112 119
113 fsh_src = shader::shader_builder::stop (); 120 fsh_src = shader::shader_builder::stop ();
114 121
115 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
116 matmap.insert (pass_data::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
133: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
134, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
135{ 142{
136} 143}
137 144
145skybox_material::skybox_material ()
146: tex (0)
147{
148}
149
150void skybox_material::enable (view &ctx)
151{
152 material::enable (ctx);
153}
154
155void skybox_material::disable (view &ctx)
156{
157 material::disable (ctx);
158}
159
160static shader::varying_2f skybox_texcoord;
161
162void skybox_material::vsh (view &ctx)
163{
164 using namespace shader::compile;
165
166 std_vsh ();
167 skybox_texcoord = xy (vin.tex_coord[0]);
168}
169
170void skybox_material::fsh (view &ctx)
171{
172 using namespace shader::compile;
173
174 xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord));
175}
176
138void mat_timed::enable (view &ctx) 177void mat_timed::enable (view &ctx)
139{ 178{
140 material::enable (ctx); 179 material::enable (ctx);
141 180
142 time->set (timer::now); 181 time->set (timer::now);
168 207
169 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); 208 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
170 209
171 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); 210 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
172 211
173 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; 212 xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
174 } 213 }
175} 214}
176 215
177void mat_gouraud_shaded::enable (view &ctx) 216void mat_gouraud_shaded::enable (view &ctx)
178{ 217{
245 { 284 {
246 temp_1f fac; 285 temp_1f fac;
247 286
248 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); 287 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
249 288
250 xyz (fout.frag_color) = float3 (1.,0.,0.); 289 xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.);
251 w (fout.frag_color) = 0.1; 290 w (fout.frag_color) = 0.1;
252 } 291 }
253} 292}
254 293
255static shader::varying_2f texcoord; 294static shader::varying_2f texcoord;
277 temp_3f lc; 316 temp_3f lc;
278 temp_1f fac; 317 temp_1f fac;
279 318
280 temp_3f rot1, rot2, rot3; 319 temp_3f rot1, rot2, rot3;
281 320
282 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 321 yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F);
283 322
284 //rot1 = normal_matrix * rot1; 323 //rot1 = normal_matrix * rot1;
285 324
286 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 325 rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1));
287 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 326 rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1));
288 327
289 normal = mat3 (rot1, rot2, rot3) * normal; 328 normal = mat3 (rot1, rot2, rot3) * normal;
290 329
291 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); 330 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
292 fac = max (pow (max (fac, 0.0), 6), 0.3); 331 fac = max (pow (max (fac, 0.0), 6), 0.3);
293 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac 332 xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F)
333 * fac
294 * ctx.pass->l->sh_colour; 334 * ctx.pass->l->sh_colour;
295 //xyz (fout.frag_color) = lc * fac; 335 //xyz (fout.frag_color) = lc * fac;
296 } 336 }
297} 337}
298 338

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