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#include <cstdlib> |
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#include <cstring> |
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|
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#include <algorithm> |
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|
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#include "opengl.h" |
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#include "material.h" |
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#include "view.h" |
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#include "util.h" |
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|
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GLuint |
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texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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{ |
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GLuint name; |
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SDL_Surface *image; |
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SDL_Rect area; |
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Uint32 saved_flags; |
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Uint8 saved_alpha; |
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|
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/* Use the surface width and height expanded to powers of 2 */ |
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tex2oord[0] = 0.F; /* Min X */ |
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tex2oord[1] = 0.F; /* Min Y */ |
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tex2oord[2] = 1.F; /* Max X */ |
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tex2oord[3] = 1.F; /* Max Y */ |
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|
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image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, |
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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#else |
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0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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#endif |
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); |
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|
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if (image == NULL) |
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return 0; |
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|
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/* Save the alpha blending attributes */ |
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saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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saved_alpha = surface->format->alpha; |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, 0, 0); |
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|
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/* Copy the surface into the GL texture image */ |
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area.x = 0; |
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area.y = 0; |
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area.w = surface->w; |
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area.h = surface->h; |
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SDL_BlitSurface (surface, &area, image, &area); |
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|
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/* Restore the alpha blending attributes */ |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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|
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/* Create an OpenGL texture for the image */ |
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glGenTextures (1, &name); |
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glBindTexture (GL_TEXTURE_2D, name); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); |
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glTexImage2D (GL_TEXTURE_2D, 0, |
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GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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SDL_FreeSurface (image); /* No longer needed */ |
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|
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return name; |
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} |
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|
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material::~material () |
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{ |
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} |
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|
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void material::enable (view &ctx) |
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{ |
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pass_data::matmap_t &matmap = ctx.pass->matmap; |
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|
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pass_data::matmap_t::iterator i = matmap.find (this); |
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|
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if (i == matmap.end ()) |
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{ |
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string vsh_src, fsh_src; |
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|
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shader::shader_builder::start (); |
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|
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if (ctx.pass->l) |
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ctx.pass->l->vsh (); |
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|
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vsh (ctx); |
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|
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// compute logarithmic depth - see the frustum matrix in view.C |
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{ |
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using namespace shader::compile; |
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|
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temp_1f lz; |
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|
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// TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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lz = z (vout.position); |
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#if 0 |
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lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; |
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#else |
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lz = ifelse (lz <= 0, |
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0, |
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log (lz + 1) / log (1e30) |
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) - 1; |
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#endif |
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z (vout.position) = lz * w (vout.position); |
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} |
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|
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vsh_src = shader::shader_builder::stop (); |
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|
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shader::shader_builder::start (); |
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|
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if (ctx.pass->l) |
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{ |
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ctx.pass->l->fsh (); |
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fsh (ctx); |
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} |
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else |
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// many drivers need both vertex and fragment shader, 'caboom!' otherwise |
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shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
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|
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fsh_src = shader::shader_builder::stop (); |
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|
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shader::program_object po = shader::get_program (vsh_src, fsh_src); |
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matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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|
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po->enable (); |
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} |
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else |
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i->second->enable (); |
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|
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if (ctx.pass->l) |
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ctx.pass->l->enable (ctx); |
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} |
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|
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void material::disable (view &ctx) |
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{ |
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} |
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|
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test_material::test_material () |
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//: tex ("textures/osama.jpg"), texvar (tex.name) |
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: tex ("textures/rockwall.jpg"), texvar (tex.name) |
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, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) |
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{ |
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} |
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|
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void mat_timed::enable (view &ctx) |
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{ |
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material::enable (ctx); |
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|
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time->set (timer::now); |
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sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F)); |
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} |
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|
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void mat_timed::disable (view &ctx) |
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{ |
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material::disable (ctx); |
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} |
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|
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void mat_timed::vsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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std_vsh (); |
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|
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if (ctx.pass->l) |
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f_normal = normal_matrix * vin.normal; |
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} |
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|
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void mat_timed::fsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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|
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if (ctx.pass->l) |
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{ |
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temp_1f fac; |
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temp_3f normal; |
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|
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normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
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|
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fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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|
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xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
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} |
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} |
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|
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void mat_gouraud_shaded::enable (view &ctx) |
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{ |
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material::enable (ctx); |
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|
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sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F)); |
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} |
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|
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void mat_gouraud_shaded::disable (view &ctx) |
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{ |
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material::disable (ctx); |
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} |
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|
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void mat_gouraud_shaded::vsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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std_vsh (); |
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|
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if (ctx.pass->l) |
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f_normal = normal_matrix * vin.normal; |
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} |
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|
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void mat_gouraud_shaded::fsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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|
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if (ctx.pass->l) |
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{ |
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temp_1f fac; |
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|
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fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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|
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xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac; |
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} |
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} |
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|
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static shader::varying_3f f_normal; |
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|
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void mat_debug::enable (view &ctx) |
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{ |
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material::enable (ctx); |
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|
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glEnable (GL_BLEND); |
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glDepthMask (1); |
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} |
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|
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void mat_debug::disable (view &ctx) |
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{ |
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material::disable (ctx); |
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|
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glDisable (GL_BLEND); |
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glDepthMask (0); |
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} |
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|
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void mat_debug::vsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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std_vsh (); |
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|
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if (ctx.pass->l) |
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f_normal = normal_matrix * vin.normal; |
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} |
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|
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void mat_debug::fsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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|
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if (ctx.pass->l) |
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{ |
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temp_1f fac; |
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|
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fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
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|
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xyz (fout.frag_color) = float3 (1.,0.,0.); |
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w (fout.frag_color) = 0.1; |
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} |
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} |
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|
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static shader::varying_2f texcoord; |
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static shader::varying_3f normal; |
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|
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void test_material::vsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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|
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std_vsh (); |
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|
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if (ctx.pass->l) |
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{ |
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texcoord = xy (vin.tex_coord[0]); |
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normal = normal_matrix * vin.normal; |
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} |
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} |
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|
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void test_material::fsh (view &ctx) |
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{ |
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using namespace shader::compile; |
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|
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if (ctx.pass->l) |
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{ |
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temp_3f lc; |
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temp_1f fac; |
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|
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temp_3f rot1, rot2, rot3; |
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|
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yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
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|
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//rot1 = normal_matrix * rot1; |
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|
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rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
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rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
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|
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normal = mat3 (rot1, rot2, rot3) * normal; |
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|
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fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
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fac = max (pow (max (fac, 0.0), 6), 0.3); |
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xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
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* ctx.pass->l->sh_colour; |
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//xyz (fout.frag_color) = lc * fac; |
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} |
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} |
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|
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void test_material::enable (view &ctx) |
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{ |
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material::enable (ctx); |
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texvar->enable (); |
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normvar->enable (); |
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} |
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|
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void test_material::disable (view &ctx) |
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{ |
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normvar->disable (); |
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texvar->disable (); |
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material::disable (ctx); |
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} |
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|
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test_material *testmat; |
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mat_gouraud_shaded *testmat2; |
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mat_timed *testmat3; |
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mat_debug *debugmat; |
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|