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/cvs/libgender/material.C
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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 1.23 by root, Sun Oct 31 22:54:49 2004 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"
8#include "view.h"
9#include "util.h"
3 10
4material::~material () 11material::~material ()
5{ 12{
6} 13}
7 14
8void simple_material::begin () 15void
16simple_material::enable (view &ctx)
9{ 17{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); 18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); 19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); 20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess); 21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14} 22}
15 23
16void simple_material::end () 24void
25simple_material::disable (view &ctx)
17{ 26{
18} 27}
19void osama_material::begin () 28
29GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
20{ 31{
21 cgGLEnableProfile (vsh_profile); 32 GLuint name;
22 cgGLEnableProfile (fsh_profile);
23 cgGLBindProgram (vsh);
24 cgGLBindProgram (fsh);
25 cgGLEnableTextureParameter(g_Texture);
26}
27void osama_material::end ()
28{
29 cgGLDisableTextureParameter(g_Texture);
30 cgGLUnbindProgram (vsh_profile);
31 cgGLUnbindProgram (fsh_profile);
32 cgGLDisableProfile (vsh_profile);
33 cgGLDisableProfile (fsh_profile);
34}
35
36
37GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord)
38{
39 GLuint texture;
40 int w, h;
41 SDL_Surface *image; 33 SDL_Surface *image;
42 SDL_Rect area; 34 SDL_Rect area;
43 Uint32 saved_flags; 35 Uint32 saved_flags;
44 Uint8 saved_alpha; 36 Uint8 saved_alpha;
45 37
46 /* Use the surface width and height expanded to powers of 2 */ 38 /* Use the surface width and height expanded to powers of 2 */
47 //w = power_of_two (surface->w);
48 //h = power_of_two (surface->h);
49 w = power_of_two (surface->w);
50 h = power_of_two (surface->h);
51 texcoord[0] = 0.0f; /* Min X */ 39 tex2oord[0] = 0.F; /* Min X */
52 texcoord[1] = 0.0f; /* Min Y */ 40 tex2oord[1] = 0.F; /* Min Y */
53 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 41 tex2oord[2] = 1.F; /* Max X */
54 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 42 tex2oord[3] = 1.F; /* Max Y */
55 43
56 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 44 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
57#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 45#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
58 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 46 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
59#else 47#else
60 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 48 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
61#endif 49#endif
62 ); 50 );
51
63 if (image == NULL) 52 if (image == NULL)
64 {
65 return 0; 53 return 0;
66 }
67 54
68 /* Save the alpha blending attributes */ 55 /* Save the alpha blending attributes */
69 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 56 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
70 saved_alpha = surface->format->alpha; 57 saved_alpha = surface->format->alpha;
71 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 58 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
72 {
73 SDL_SetAlpha (surface, 0, 0); 59 SDL_SetAlpha (surface, 0, 0);
74 }
75 60
76 /* Copy the surface into the GL texture image */ 61 /* Copy the surface into the GL texture image */
77 area.x = 0; 62 area.x = 0;
78 area.y = 0; 63 area.y = 0;
79 area.w = surface->w; 64 area.w = surface->w;
80 area.h = surface->h; 65 area.h = surface->h;
81 SDL_BlitSurface (surface, &area, image, &area); 66 SDL_BlitSurface (surface, &area, image, &area);
82 67
83 /* Restore the alpha blending attributes */ 68 /* Restore the alpha blending attributes */
84 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
85 {
86 SDL_SetAlpha (surface, saved_flags, saved_alpha); 70 SDL_SetAlpha (surface, saved_flags, saved_alpha);
87 }
88 71
89 /* Create an OpenGL texture for the image */ 72 /* Create an OpenGL texture for the image */
90 glGenTextures (1, &texture); 73 glGenTextures (1, &name);
91 glBindTexture (GL_TEXTURE_2D, texture); 74 glBindTexture (GL_TEXTURE_2D, name);
92 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
93 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 76 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
94 glTexImage2D (GL_TEXTURE_2D, 78 glTexImage2D (GL_TEXTURE_2D,
95 0, 79 0,
96 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 80 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
97 SDL_FreeSurface (image); /* No longer needed */ 81 SDL_FreeSurface (image); /* No longer needed */
98 82
99 return texture; 83 return name;
100} 84}
101 85
86test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.tga"), texvar (tex.name)
89, norm ("textures/rockwall_height.tga"), normvar (norm.name)
90{
91 using namespace shader::compile;
102 92
103CGcontext cgc; 93 p.vsh->start ();
104void init_shaders () { 94
105 cgc = cgCreateContext (); 95 temp_4f wpos;
96
97 wpos = model_view_projection_matrix * vin.vertex;
98
99 //wpos = wpos / abs (w (wpos));
100
101 vout.position = wpos;
102 vout.tex_coord[0] = vin.tex_coord[0];
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0);
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex;
105
106 p.vsh->end ();
107 p.vsh->compile ();
108
109 p.fsh->start ();
110
111 temp_1f fac;
112
113 temp_2f disp;
114
115 temp_1f dx, dy;
116
117 temp_1f bumpnormal;
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0]));
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0]));
120
121 disp = shader::compile::vec2 (dx, dy) * 0.1;
122
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2]));
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
126 //fac = pow (max (fac, 0.0), 8);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0);
128
129 p.fsh->end ();
130 p.fsh->compile ();
131 p.link ();
106} 132}
133
134void test_material::enable (view &ctx)
135{
136 p.enable ();
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable ();
139 normvar->enable ();
140}
141
142void test_material::disable (view &ctx)
143{
144 normvar->disable ();
145 texvar->disable ();
146 p.disable ();
147}
148

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