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Comparing libgender/material.C (file contents):
Revision 1.3 by root, Sun Oct 10 19:50:37 2004 UTC vs.
Revision 1.12 by root, Fri Oct 22 00:16:08 2004 UTC

1#include "opengl.h" 1#include "opengl.h"
2#include "material.h" 2#include "material.h"
3 3
4#include <cstdlib>
5#include <cstring>
6
7#include <algorithm>
8
9namespace shader {
10
11 refcounted::~refcounted ()
12 {
13#if 0
14 if (refcnt)
15 abort ();
16#endif
17 }
18
19 const char str_float [] = "float";
20 const char str_vec2 [] = "vec2";
21 const char str_vec3 [] = "vec3";
22 const char str_vec4 [] = "vec4";
23 const char str_mat2 [] = "mat2";
24 const char str_mat3 [] = "mat3";
25 const char str_mat4 [] = "mat4";
26
27 const char str_sampler_1d [] = "sampler1D";
28 const char str_sampler_1d_shadow [] = "sampler1DShadow";
29 const char str_sampler_2d [] = "sampler2D";
30 const char str_sampler_2d_shadow [] = "sampler2DShadow";
31 const char str_sampler_2d_rect [] = "sampler2DRect";
32 const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow";
33 const char str_sampler_3d [] = "sampler3D";
34 const char str_sampler_3d_rect [] = "sampler3DRect";
35 const char str_sampler_cube [] = "samplerCube";
36
37 static CGcontext cg_context = cgCreateContext ();
38
39 int var_i::next_name = 0;
40
41 var_i::var_i (CGtype cgtype, const char *typestr)
42 : typestr (typestr)
43 {
44 name = ++next_name;
45 param = cgCreateParameter (cg_context, cgtype);
46 }
47
48 var_i::~var_i ()
49 {
50 cgDestroyParameter (param);
51 }
52
53 void var_i::build_decl (ostringstream &b)
54 {
55 b << typestr << ' ' << "V" << name;
56 }
57
58 void uniform_i::build_decl (ostringstream &b)
59 {
60 b << "uniform " << typestr << ' ' << "V" << name;
61 }
62
63 void stream_i::build_decl (ostringstream &b)
64 {
65 b << typestr << ' ' << binding;
66 }
67
68 void var_i::build (shader_builder &b)
69 {
70 b << "V" << name;
71 }
72
73 void uniform_i::build (shader_builder &b)
74 {
75 var_i::build (b);
76
77 if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ())
78 b.refs.push_back (*this);
79 }
80
81 void stream_i::build (shader_builder &b)
82 {
83 b << binding;
84
85 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
86 b.streams.push_back (*this);
87 }
88
89 void temporary_i::build (shader_builder &b)
90 {
91 var_i::build (b);
92
93 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
94 b.temps.push_back (*this);
95 }
96
97 void fragment_const_string_i::build (shader_builder &b)
98 {
99 b << str;
100 }
101
102 struct vin vin;
103
104 // MUST update is-function below
105 varying_3f vin::position_3f ("gl_Vertex");
106 varying_4f vin::position_4f ("gl_Vertex");
107 varying_3f vin::normal_3f ("gl_Normal");
108 varying_3f vin::color_3f ("gl_Color");
109 varying_4f vin::color_4f ("gl_Color");
110 varying_3f vin::color2_3f ("gl_SecondaryColor");
111 varying_4f vin::color2_4f ("gl_SecondaryColor");
112 varying_1f vin::texcoord_1f[8] =
113 {
114 varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"),
115 varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"),
116 };
117 varying_2f vin::texcoord_2f[8] =
118 {
119 varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"),
120 varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"),
121 };
122 varying_3f vin::texcoord_3f[8] =
123 {
124 varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"),
125 varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"),
126 };
127 varying_4f vin::texcoord_4f[8] =
128 {
129 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
130 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
131 };
132 varying_1f vin::psize_1f ("PSIZE");
133
134 bool vin::is (const var &r)
135 {
136 return r == vin::position_3f
137 || r == vin::position_4f
138 || r == vin::normal_3f
139 || r == vin::color_3f
140 || r == vin::color_4f
141 || r == vin::color2_3f
142 || r == vin::color2_4f
143 || r == vin::texcoord_1f[0] || r == vin::texcoord_1f[1] || r == vin::texcoord_1f[2] || r == vin::texcoord_1f[3]
144 || r == vin::texcoord_1f[4] || r == vin::texcoord_1f[5] || r == vin::texcoord_1f[6] || r == vin::texcoord_1f[7]
145 || r == vin::texcoord_2f[0] || r == vin::texcoord_2f[1] || r == vin::texcoord_2f[2] || r == vin::texcoord_2f[3]
146 || r == vin::texcoord_2f[4] || r == vin::texcoord_2f[5] || r == vin::texcoord_2f[6] || r == vin::texcoord_2f[7]
147 || r == vin::texcoord_3f[0] || r == vin::texcoord_3f[1] || r == vin::texcoord_3f[2] || r == vin::texcoord_3f[3]
148 || r == vin::texcoord_3f[4] || r == vin::texcoord_3f[5] || r == vin::texcoord_3f[6] || r == vin::texcoord_3f[7]
149 || r == vin::texcoord_4f[0] || r == vin::texcoord_4f[1] || r == vin::texcoord_4f[2] || r == vin::texcoord_4f[3]
150 || r == vin::texcoord_4f[4] || r == vin::texcoord_4f[5] || r == vin::texcoord_4f[6] || r == vin::texcoord_4f[7];
151 }
152
153 struct fin fin;
154 struct fin &vout = fin;
155
156 // MUST update is-function below
157 varying_4f fin::position_4f ("gl_Position");
158 varying_4f fin::color_4f ("gl_Color");
159 varying_4f fin::color2_4f ("gl_SecondaryColor");
160 varying_4f fin::texcoord_4f[8] =
161 {
162 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
163 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
164 };
165
166 bool fin::is (const var &r)
167 {
168 return r == fin::position_4f
169 || r == fin::color_4f
170 || r == fin::color2_4f
171 || r == fin::texcoord_4f[0]
172 || r == fin::texcoord_4f[1]
173 || r == fin::texcoord_4f[2]
174 || r == fin::texcoord_4f[3]
175 || r == fin::texcoord_4f[4]
176 || r == fin::texcoord_4f[5]
177 || r == fin::texcoord_4f[6]
178 || r == fin::texcoord_4f[7];
179 }
180
181 struct fout fout;
182
183 // MUST update is-function below
184 varying_4f fout::color_4f ("gl_FragColor");
185 varying_1f fout::depth_1f ("gl_FragDepth");
186
187 bool fout::is (const var &r)
188 {
189 return r == fout::color_4f
190 || r == fout::depth_1f;
191 }
192
193 uniform_matrix_4f mvp, mv, proj;
194
195 void fragment_vector_i::build (shader_builder &b)
196 {
197 for (vector<fragment>::iterator i = begin (); i != end (); i++)
198 (*i)->build (b);
199 }
200
201 void shader_program::print ()
202 {
203 shader_builder b;
204 build (b);
205 ostringstream os;
206
207 for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++)
208 {
209 (*i)->build_decl (os);
210 os << ";\n";
211 }
212
213#if 0
214 // not neccessary right now, as GLSL is rich on predefinitions
215 for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++)
216 {
217 if (vout.is (*i) || fout.is (*i))
218 os << "varying ";
219 else if (vin.is (*i))
220 os << "attribute ";
221
222 (*i)->build_decl (os);
223 os << ";\n";
224 }
225#endif
226
227 os << "\nvoid main ()\n{\n";
228
229 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
230 {
231 (*i)->build_decl (os);
232 os << ";\n";
233 }
234
235 os << "\n";
236 os << b.source.str ();
237 os << "\n}\n";
238
239 printf ("%s\n", os.str ().c_str ());
240
241 }
242
243void debdebdebdebug ()//D
244{
245 vertex_program p;
246 temp_4f t1, t2;
247 sampler_2d s2d (1);
248
249 p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n";
250 p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n";
251 p << vout.position_4f << " = " << t1 << ";\n";
252
253 p.print ();
254 exit (0);
255}
256
257}
258
4material::~material () 259material::~material ()
5{ 260{
6} 261}
7 262
263void
8void simple_material::begin () 264simple_material::begin ()
9{ 265{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 266 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 267 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 268 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 269 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14} 270}
15 271
272void
16void simple_material::end () 273simple_material::end ()
17{ 274{
18} 275}
276
277void
19void osama_material::begin () 278osama_material::begin ()
20{ 279{
21 cgGLEnableProfile (vsh_profile); 280 cgGLEnableProfile (vsh_profile);
22 cgGLEnableProfile (fsh_profile); 281 cgGLEnableProfile (fsh_profile);
23 cgGLBindProgram (vsh);
24 cgGLBindProgram (fsh);
25 cgGLEnableTextureParameter(g_Texture); 282 cgGLEnableTextureParameter (g_Texture);
26} 283}
284
285void
27void osama_material::end () 286osama_material::end ()
28{ 287{
29 cgGLDisableTextureParameter(g_Texture); 288 cgGLDisableTextureParameter (g_Texture);
30 cgGLUnbindProgram (vsh_profile); 289 // cgGLUnbindProgram (vsh_profile);
31 cgGLUnbindProgram (fsh_profile); 290 // cgGLUnbindProgram (fsh_profile);
32 cgGLDisableProfile (vsh_profile); 291 cgGLDisableProfile (vsh_profile);
33 cgGLDisableProfile (fsh_profile); 292 cgGLDisableProfile (fsh_profile);
34} 293}
35 294
36 295GLuint
37GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord) 296texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
38{ 297{
39 GLuint texture; 298 GLuint textur;
40 int w, h; 299 int w, h;
41 SDL_Surface *image; 300 SDL_Surface *image;
42 SDL_Rect area; 301 SDL_Rect area;
43 Uint32 saved_flags; 302 Uint32 saved_flags;
44 Uint8 saved_alpha; 303 Uint8 saved_alpha;
46 /* Use the surface width and height expanded to powers of 2 */ 305 /* Use the surface width and height expanded to powers of 2 */
47 //w = power_of_two (surface->w); 306 //w = power_of_two (surface->w);
48 //h = power_of_two (surface->h); 307 //h = power_of_two (surface->h);
49 w = power_of_two (surface->w); 308 w = power_of_two (surface->w);
50 h = power_of_two (surface->h); 309 h = power_of_two (surface->h);
51 texcoord[0] = 0.0f; /* Min X */ 310 tex2oord[0] = 0.0f; /* Min X */
52 texcoord[1] = 0.0f; /* Min Y */ 311 tex2oord[1] = 0.0f; /* Min Y */
53 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 312 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */
54 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 313 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */
55 314
56 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 315 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
57#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 316#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
58 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 317 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
59#else 318#else
60 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 319 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
61#endif 320#endif
62 ); 321 );
322
63 if (image == NULL) 323 if (image == NULL)
64 {
65 return 0; 324 return 0;
66 }
67 325
68 /* Save the alpha blending attributes */ 326 /* Save the alpha blending attributes */
69 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 327 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
70 saved_alpha = surface->format->alpha; 328 saved_alpha = surface->format->alpha;
71 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 329 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
72 {
73 SDL_SetAlpha (surface, 0, 0); 330 SDL_SetAlpha (surface, 0, 0);
74 }
75 331
76 /* Copy the surface into the GL texture image */ 332 /* Copy the surface into the GL texture image */
77 area.x = 0; 333 area.x = 0;
78 area.y = 0; 334 area.y = 0;
79 area.w = surface->w; 335 area.w = surface->w;
80 area.h = surface->h; 336 area.h = surface->h;
81 SDL_BlitSurface (surface, &area, image, &area); 337 SDL_BlitSurface (surface, &area, image, &area);
82 338
83 /* Restore the alpha blending attributes */ 339 /* Restore the alpha blending attributes */
84 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 340 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
85 {
86 SDL_SetAlpha (surface, saved_flags, saved_alpha); 341 SDL_SetAlpha (surface, saved_flags, saved_alpha);
87 }
88 342
89 /* Create an OpenGL texture for the image */ 343 /* Create an OpenGL texture for the image */
90 glGenTextures (1, &texture); 344 glGenTextures (1, &textur);
91 glBindTexture (GL_TEXTURE_2D, texture); 345 glBindTexture (GL_TEXTURE_2D, textur);
92 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 346 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
93 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 347 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
348 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS
94 glTexImage2D (GL_TEXTURE_2D, 349 glTexImage2D (GL_TEXTURE_2D,
95 0, 350 0,
96 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 351 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
97 SDL_FreeSurface (image); /* No longer needed */ 352 SDL_FreeSurface (image); /* No longer needed */
98 353
99 return texture; 354 return textur;
100} 355}
101
102 356
103CGcontext cgc; 357CGcontext cgc;
358
359void
104void init_shaders () { 360init_shaders ()
361{
105 cgc = cgCreateContext (); 362 cgc = cgCreateContext ();
106} 363}
364

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