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/cvs/libgender/material.C
Revision: 1.64
Committed: Mon Jul 18 04:28:40 2005 UTC (18 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +2 -9 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 1.64 // TODO: negative z is not calculated in an a very acceptable way
95 root 1.46 lz = z (vout.position);
96 root 1.64 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
97 root 1.52 z (vout.position) = lz * w (vout.position);
98 root 1.38 }
99    
100 root 1.39 vsh_src = shader::shader_builder::stop ();
101 root 1.32
102 root 1.40 shader::shader_builder::start ();
103    
104 root 1.48 if (ctx.pass->l)
105 root 1.39 {
106 root 1.48 ctx.pass->l->fsh ();
107 root 1.39 fsh (ctx);
108 root 1.40 }
109     else
110 root 1.52 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
111     shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
112 root 1.32
113 root 1.40 fsh_src = shader::shader_builder::stop ();
114 root 1.32
115 root 1.39 shader::program_object po = shader::get_program (vsh_src, fsh_src);
116 root 1.48 matmap.insert (pass_data::matmap_t::value_type (this, po));
117 root 1.32
118 root 1.39 po->enable ();
119 root 1.32 }
120     else
121 root 1.39 i->second->enable ();
122 root 1.45
123 root 1.48 if (ctx.pass->l)
124 root 1.57 ctx.pass->l->enable (ctx);
125 root 1.32 }
126    
127     void material::disable (view &ctx)
128     {
129     }
130    
131 root 1.15 test_material::test_material ()
132 root 1.23 //: tex ("textures/osama.jpg"), texvar (tex.name)
133 root 1.24 : tex ("textures/rockwall.jpg"), texvar (tex.name)
134 root 1.35 , norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
135 root 1.15 {
136 root 1.32 }
137    
138 root 1.59 void mat_timed::enable (view &ctx)
139     {
140     material::enable (ctx);
141    
142 root 1.61 time->set (timer::now);
143 root 1.59 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
144     }
145    
146     void mat_timed::disable (view &ctx)
147     {
148     material::disable (ctx);
149     }
150    
151     void mat_timed::vsh (view &ctx)
152     {
153     using namespace shader::compile;
154     std_vsh ();
155    
156     if (ctx.pass->l)
157     f_normal = normal_matrix * vin.normal;
158     }
159    
160     void mat_timed::fsh (view &ctx)
161     {
162     using namespace shader::compile;
163    
164     if (ctx.pass->l)
165     {
166     temp_1f fac;
167 root 1.61 temp_3f normal;
168    
169 root 1.62 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
170 root 1.59
171 root 1.61 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
172 root 1.59
173 root 1.61 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
174 root 1.59 }
175     }
176    
177 root 1.58 void mat_gouraud_shaded::enable (view &ctx)
178     {
179     material::enable (ctx);
180    
181     sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
182     }
183    
184     void mat_gouraud_shaded::disable (view &ctx)
185     {
186     material::disable (ctx);
187     }
188 root 1.32
189 root 1.58 void mat_gouraud_shaded::vsh (view &ctx)
190 root 1.56 {
191     using namespace shader::compile;
192     std_vsh ();
193    
194     if (ctx.pass->l)
195 root 1.58 f_normal = normal_matrix * vin.normal;
196 root 1.56 }
197    
198 root 1.58 void mat_gouraud_shaded::fsh (view &ctx)
199 root 1.56 {
200     using namespace shader::compile;
201    
202     if (ctx.pass->l)
203     {
204     temp_1f fac;
205 root 1.58
206     fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
207    
208     xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
209 root 1.56 }
210     }
211    
212 root 1.63 static shader::varying_3f f_normal;
213    
214     void mat_debug::enable (view &ctx)
215     {
216     material::enable (ctx);
217    
218     glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
219     glEnable (GL_BLEND);
220     glDepthMask (1);
221     }
222    
223     void mat_debug::disable (view &ctx)
224     {
225     material::disable (ctx);
226    
227     glDisable (GL_BLEND);
228     glDepthMask (0);
229     }
230    
231     void mat_debug::vsh (view &ctx)
232     {
233     using namespace shader::compile;
234     std_vsh ();
235    
236     if (ctx.pass->l)
237     f_normal = normal_matrix * vin.normal;
238     }
239    
240     void mat_debug::fsh (view &ctx)
241     {
242     using namespace shader::compile;
243    
244     if (ctx.pass->l)
245     {
246     temp_1f fac;
247    
248     fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
249    
250     xyz (fout.frag_color) = float3 (1.,0.,0.);
251     w (fout.frag_color) = 0.1;
252     }
253     }
254    
255 root 1.58 static shader::varying_2f texcoord;
256     static shader::varying_3f normal;
257    
258 root 1.32 void test_material::vsh (view &ctx)
259     {
260 root 1.20 using namespace shader::compile;
261 root 1.15
262 root 1.32 std_vsh ();
263 root 1.15
264 root 1.48 if (ctx.pass->l)
265 root 1.32 {
266     texcoord = xy (vin.tex_coord[0]);
267     normal = normal_matrix * vin.normal;
268     }
269     }
270    
271     void test_material::fsh (view &ctx)
272     {
273     using namespace shader::compile;
274 root 1.15
275 root 1.48 if (ctx.pass->l)
276 root 1.32 {
277     temp_3f lc;
278     temp_1f fac;
279    
280 root 1.35 temp_3f rot1, rot2, rot3;
281    
282 root 1.37 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
283    
284     //rot1 = normal_matrix * rot1;
285    
286 root 1.36 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
287     rot3 = float3 (y(rot1), -x(rot1), z(rot1));
288 root 1.35
289     normal = mat3 (rot1, rot2, rot3) * normal;
290    
291 root 1.48 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
292 root 1.37 fac = max (pow (max (fac, 0.0), 6), 0.3);
293 root 1.40 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
294 root 1.48 * ctx.pass->l->sh_colour;
295 root 1.37 //xyz (fout.frag_color) = lc * fac;
296 root 1.32 }
297 root 1.3 }
298    
299 root 1.18 void test_material::enable (view &ctx)
300 root 1.15 {
301 root 1.32 material::enable (ctx);
302 root 1.15 texvar->enable ();
303 root 1.23 normvar->enable ();
304 root 1.15 }
305 root 1.3
306 root 1.18 void test_material::disable (view &ctx)
307 root 1.6 {
308 root 1.23 normvar->disable ();
309 root 1.15 texvar->disable ();
310 root 1.32 material::disable (ctx);
311 root 1.3 }
312 root 1.8
313 root 1.34 test_material *testmat;
314 root 1.58 mat_gouraud_shaded *testmat2;
315 root 1.59 mat_timed *testmat3;
316 root 1.63 mat_debug *debugmat;
317 root 1.34