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/cvs/libgender/material.C
Revision: 1.61
Committed: Fri Feb 11 15:17:47 2005 UTC (19 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +11 -6 lines
Log Message:
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File Contents

# User Rev Content
1 root 1.8 #include <cstdlib>
2     #include <cstring>
3    
4 root 1.9 #include <algorithm>
5    
6 root 1.13 #include "opengl.h"
7     #include "material.h"
8 root 1.18 #include "view.h"
9 root 1.13 #include "util.h"
10    
11 root 1.6 GLuint
12     texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13 root 1.3 {
14 root 1.15 GLuint name;
15 root 1.3 SDL_Surface *image;
16     SDL_Rect area;
17     Uint32 saved_flags;
18     Uint8 saved_alpha;
19    
20     /* Use the surface width and height expanded to powers of 2 */
21 root 1.19 tex2oord[0] = 0.F; /* Min X */
22     tex2oord[1] = 0.F; /* Min Y */
23     tex2oord[2] = 1.F; /* Max X */
24     tex2oord[3] = 1.F; /* Max Y */
25 root 1.3
26 root 1.19 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27 root 1.3 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28     0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29     #else
30     0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31     #endif
32     );
33 root 1.6
34 root 1.3 if (image == NULL)
35 root 1.6 return 0;
36 root 1.3
37     /* Save the alpha blending attributes */
38     saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39     saved_alpha = surface->format->alpha;
40     if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 root 1.6 SDL_SetAlpha (surface, 0, 0);
42 root 1.3
43     /* Copy the surface into the GL texture image */
44     area.x = 0;
45     area.y = 0;
46     area.w = surface->w;
47     area.h = surface->h;
48     SDL_BlitSurface (surface, &area, image, &area);
49    
50     /* Restore the alpha blending attributes */
51     if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 root 1.6 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53 root 1.3
54     /* Create an OpenGL texture for the image */
55 root 1.15 glGenTextures (1, &name);
56     glBindTexture (GL_TEXTURE_2D, name);
57 root 1.6 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58     glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 root 1.15 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 root 1.57 glTexImage2D (GL_TEXTURE_2D, 0,
61 root 1.19 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
62 root 1.3 SDL_FreeSurface (image); /* No longer needed */
63    
64 root 1.15 return name;
65     }
66    
67 root 1.39 material::~material ()
68     {
69     }
70    
71 root 1.32 void material::enable (view &ctx)
72     {
73 root 1.48 pass_data::matmap_t &matmap = ctx.pass->matmap;
74 root 1.32
75 root 1.48 pass_data::matmap_t::iterator i = matmap.find (this);
76 root 1.32
77     if (i == matmap.end ())
78     {
79 root 1.39 string vsh_src, fsh_src;
80 root 1.32
81     shader::shader_builder::start ();
82    
83 root 1.48 if (ctx.pass->l)
84     ctx.pass->l->vsh ();
85 root 1.32
86 root 1.40 vsh (ctx);
87    
88 root 1.45 // compute logarithmic depth - see the frustum matrix in view.C
89 root 1.38 {
90     using namespace shader::compile;
91    
92 root 1.46 temp_1f lz;
93    
94 root 1.50 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 root 1.46 lz = z (vout.position);
96 root 1.54 #if 0
97 root 1.55 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98 root 1.54 #else
99 root 1.52 lz = ifelse (lz <= 0,
100 root 1.53 0,
101 root 1.55 log (lz + 1) / log (1e30)
102 root 1.52 ) - 1;
103 root 1.54 #endif
104 root 1.52 z (vout.position) = lz * w (vout.position);
105 root 1.38 }
106    
107 root 1.39 vsh_src = shader::shader_builder::stop ();
108 root 1.32
109 root 1.40 shader::shader_builder::start ();
110    
111 root 1.48 if (ctx.pass->l)
112 root 1.39 {
113 root 1.48 ctx.pass->l->fsh ();
114 root 1.39 fsh (ctx);
115 root 1.40 }
116     else
117 root 1.52 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118     shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119 root 1.32
120 root 1.40 fsh_src = shader::shader_builder::stop ();
121 root 1.32
122 root 1.39 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 root 1.48 matmap.insert (pass_data::matmap_t::value_type (this, po));
124 root 1.32
125 root 1.39 po->enable ();
126 root 1.32 }
127     else
128 root 1.39 i->second->enable ();
129 root 1.45
130 root 1.48 if (ctx.pass->l)
131 root 1.57 ctx.pass->l->enable (ctx);
132 root 1.32 }
133    
134     void material::disable (view &ctx)
135     {
136     }
137    
138 root 1.15 test_material::test_material ()
139 root 1.23 //: tex ("textures/osama.jpg"), texvar (tex.name)
140 root 1.24 : tex ("textures/rockwall.jpg"), texvar (tex.name)
141 root 1.35 , norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142 root 1.15 {
143 root 1.32 }
144    
145 root 1.59
146     void mat_timed::enable (view &ctx)
147     {
148     material::enable (ctx);
149    
150 root 1.61 time->set (timer::now);
151 root 1.59 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152     }
153    
154     void mat_timed::disable (view &ctx)
155     {
156     material::disable (ctx);
157     }
158    
159 root 1.61 shader::varying_3f fish;
160    
161 root 1.59 void mat_timed::vsh (view &ctx)
162     {
163     using namespace shader::compile;
164     std_vsh ();
165    
166     if (ctx.pass->l)
167 root 1.61 {
168 root 1.59 f_normal = normal_matrix * vin.normal;
169 root 1.61 fish = xyz(vin.vertex) + zxy (vin.vertex) * 0.2;
170     }
171 root 1.59 }
172    
173     void mat_timed::fsh (view &ctx)
174     {
175     using namespace shader::compile;
176    
177     if (ctx.pass->l)
178     {
179     temp_1f fac;
180 root 1.61 temp_3f normal;
181    
182     normal = f_normal + 0.3 * pow (sin (fish * 0.1 + float3 (time * 2, time * 3.14, time * 1.55)), 3);
183 root 1.59
184 root 1.61 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
185 root 1.59
186 root 1.61 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
187 root 1.59 }
188     }
189    
190 root 1.58 void mat_gouraud_shaded::enable (view &ctx)
191     {
192     material::enable (ctx);
193    
194     sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
195     }
196    
197     void mat_gouraud_shaded::disable (view &ctx)
198     {
199     material::disable (ctx);
200     }
201 root 1.32
202 root 1.58 void mat_gouraud_shaded::vsh (view &ctx)
203 root 1.56 {
204     using namespace shader::compile;
205     std_vsh ();
206    
207     if (ctx.pass->l)
208 root 1.58 f_normal = normal_matrix * vin.normal;
209 root 1.56 }
210    
211 root 1.58 void mat_gouraud_shaded::fsh (view &ctx)
212 root 1.56 {
213     using namespace shader::compile;
214    
215     if (ctx.pass->l)
216     {
217     temp_1f fac;
218 root 1.58
219     fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
220    
221     xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
222 root 1.56 }
223     }
224    
225 root 1.58 static shader::varying_2f texcoord;
226     static shader::varying_3f normal;
227    
228 root 1.32 void test_material::vsh (view &ctx)
229     {
230 root 1.20 using namespace shader::compile;
231 root 1.15
232 root 1.32 std_vsh ();
233 root 1.15
234 root 1.48 if (ctx.pass->l)
235 root 1.32 {
236     texcoord = xy (vin.tex_coord[0]);
237     normal = normal_matrix * vin.normal;
238     }
239     }
240    
241     void test_material::fsh (view &ctx)
242     {
243     using namespace shader::compile;
244 root 1.15
245 root 1.48 if (ctx.pass->l)
246 root 1.32 {
247     temp_3f lc;
248     temp_1f fac;
249    
250 root 1.35 temp_3f rot1, rot2, rot3;
251    
252 root 1.37 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
253    
254     //rot1 = normal_matrix * rot1;
255    
256 root 1.36 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
257     rot3 = float3 (y(rot1), -x(rot1), z(rot1));
258 root 1.35
259     normal = mat3 (rot1, rot2, rot3) * normal;
260    
261 root 1.48 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
262 root 1.37 fac = max (pow (max (fac, 0.0), 6), 0.3);
263 root 1.40 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
264 root 1.48 * ctx.pass->l->sh_colour;
265 root 1.37 //xyz (fout.frag_color) = lc * fac;
266 root 1.32 }
267 root 1.3 }
268    
269 root 1.18 void test_material::enable (view &ctx)
270 root 1.15 {
271 root 1.32 material::enable (ctx);
272 root 1.15 texvar->enable ();
273 root 1.23 normvar->enable ();
274 root 1.15 }
275 root 1.3
276 root 1.18 void test_material::disable (view &ctx)
277 root 1.6 {
278 root 1.23 normvar->disable ();
279 root 1.15 texvar->disable ();
280 root 1.32 material::disable (ctx);
281 root 1.3 }
282 root 1.8
283 root 1.34 test_material *testmat;
284 root 1.58 mat_gouraud_shaded *testmat2;
285 root 1.59 mat_timed *testmat3;
286 root 1.34