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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.8 by root, Thu Oct 21 15:46:38 2004 UTC vs.
Revision 1.60 by root, Fri Feb 11 14:54:55 2005 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
3 8#include "view.h"
4#include <cstdlib> 9#include "util.h"
5#include <cstring>
6
7namespace shader {
8
9 static CGcontext cg_context = cgCreateContext ();
10
11 int var_i::next_name = 0;
12
13 var_i::var_i (CGtype cgtype)
14 {
15 name = ++next_name;
16 param = cgCreateParameter (cg_context, cgtype);
17 }
18
19 var_i::~var_i ()
20 {
21 cgDestroyParameter (param);
22 }
23
24 void var_i::build (shader_builder &b)
25 {
26 abort ();
27 }
28
29 void var_i::build_decl (shader_builder &b)
30 {
31 abort ();
32 }
33
34 template<int dimension, GLenum gltype, CGtype cgtype>
35 varying_i<dimension, gltype, cgtype>::varying_i (const char *binding)
36 : var_i (cgtype)
37 {
38 strcpy (this->binding, binding);
39 }
40
41 varying_3f_i position_3f_i ("POSITION");
42 varying_3f_i normal_3f_i ("NORMAL");
43 varying_3f_i color0_3f_i ("COLOR0");
44 varying_3f_i color1_3f_i ("COLOR1");
45 varying_2f_i texcoord0_2f_i ("TEXCOORD0");
46 varying_2f_i texcoord1_2f_i ("TEXCOORD1");
47 varying_2f_i texcoord2_2f_i ("TEXCOORD2");
48 varying_2f_i texcoord3_2f_i ("TEXCOORD3");
49 varying_2f_i texcoord4_2f_i ("TEXCOORD4");
50 varying_2f_i texcoord5_2f_i ("TEXCOORD5");
51 varying_2f_i texcoord6_2f_i ("TEXCOORD6");
52 varying_2f_i texcoord7_2f_i ("TEXCOORD7");
53 varying_1f_i psize_1f_i ("PSIZE");
54 varying_1f_i attr6_1f_i ("ATTR6"), attr7_1f_i ("ATTR7");
55 varying_2f_i attr6_2f_i ("ATTR6"), attr7_2f_i ("ATTR7");
56 varying_3f_i attr6_3f_i ("ATTR6"), attr7_3f_i ("ATTR7");
57}
58
59material::~material ()
60{
61}
62
63void
64simple_material::begin ()
65{
66 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
67 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
68 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
69 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
70}
71
72void
73simple_material::end ()
74{
75}
76
77void
78osama_material::begin ()
79{
80 cgGLEnableProfile (vsh_profile);
81 cgGLEnableProfile (fsh_profile);
82 cgGLEnableTextureParameter (g_Texture);
83}
84
85void
86osama_material::end ()
87{
88 cgGLDisableTextureParameter (g_Texture);
89 // cgGLUnbindProgram (vsh_profile);
90 // cgGLUnbindProgram (fsh_profile);
91 cgGLDisableProfile (vsh_profile);
92 cgGLDisableProfile (fsh_profile);
93}
94 10
95GLuint 11GLuint
96texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
97{ 13{
98 GLuint textur; 14 GLuint name;
99 int w, h;
100 SDL_Surface *image; 15 SDL_Surface *image;
101 SDL_Rect area; 16 SDL_Rect area;
102 Uint32 saved_flags; 17 Uint32 saved_flags;
103 Uint8 saved_alpha; 18 Uint8 saved_alpha;
104 19
105 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
106 //w = power_of_two (surface->w);
107 //h = power_of_two (surface->h);
108 w = power_of_two (surface->w);
109 h = power_of_two (surface->h);
110 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
111 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
112 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
113 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
114 25
115 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
116#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
117 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
118#else 29#else
119 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
120#endif 31#endif
139 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
140 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
141 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
142 53
143 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
144 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
145 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
146 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
147 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);
148 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
149 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
150 0,
151 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);
152 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
153 63
154 return textur; 64 return name;
155} 65}
156 66
157CGcontext cgc; 67material::~material ()
158
159void
160init_shaders ()
161{ 68{
162 cgc = cgCreateContext ();
163} 69}
164 70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
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);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
136}
137
138test_material::test_material ()
139//: tex ("textures/osama.jpg"), texvar (tex.name)
140: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142{
143}
144
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now - (int)timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159void mat_timed::vsh (view &ctx)
160{
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175
176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
177
178 //fac = (fac / 100) * (mod (time, 100)) ;
179 fac = time;
180
181 xyz (fout.frag_color) = sin (time * 3.14159265*2);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
184
185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
191
192void mat_gouraud_shaded::disable (view &ctx)
193{
194 material::disable (ctx);
195}
196
197void mat_gouraud_shaded::vsh (view &ctx)
198{
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204}
205
206void mat_gouraud_shaded::fsh (view &ctx)
207{
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218}
219
220static shader::varying_2f texcoord;
221static shader::varying_3f normal;
222
223void test_material::vsh (view &ctx)
224{
225 using namespace shader::compile;
226
227 std_vsh ();
228
229 if (ctx.pass->l)
230 {
231 texcoord = xy (vin.tex_coord[0]);
232 normal = normal_matrix * vin.normal;
233 }
234}
235
236void test_material::fsh (view &ctx)
237{
238 using namespace shader::compile;
239
240 if (ctx.pass->l)
241 {
242 temp_3f lc;
243 temp_1f fac;
244
245 temp_3f rot1, rot2, rot3;
246
247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
248
249 //rot1 = normal_matrix * rot1;
250
251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
253
254 normal = mat3 (rot1, rot2, rot3) * normal;
255
256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
257 fac = max (pow (max (fac, 0.0), 6), 0.3);
258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
259 * ctx.pass->l->sh_colour;
260 //xyz (fout.frag_color) = lc * fac;
261 }
262}
263
264void test_material::enable (view &ctx)
265{
266 material::enable (ctx);
267 texvar->enable ();
268 normvar->enable ();
269}
270
271void test_material::disable (view &ctx)
272{
273 normvar->disable ();
274 texvar->disable ();
275 material::disable (ctx);
276}
277
278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
281

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