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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 1.52 by root, Sat Nov 27 03:33:51 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 () 11GLuint
5{
6}
7
8void simple_material::begin ()
9{
10 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse);
11 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular);
12 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission);
13 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
14}
15
16void simple_material::end ()
17{
18}
19void osama_material::begin ()
20{
21 cgGLEnableProfile (vsh_profile);
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) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
38{ 13{
39 GLuint texture; 14 GLuint name;
40 int w, h;
41 SDL_Surface *image; 15 SDL_Surface *image;
42 SDL_Rect area; 16 SDL_Rect area;
43 Uint32 saved_flags; 17 Uint32 saved_flags;
44 Uint8 saved_alpha; 18 Uint8 saved_alpha;
45 19
46 /* Use the surface width and height expanded to powers of 2 */ 20 /* 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 */ 21 tex2oord[0] = 0.F; /* Min X */
52 texcoord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
53 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
54 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
55 25
56 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
57#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
58 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
59#else 29#else
60 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
61#endif 31#endif
62 ); 32 );
33
63 if (image == NULL) 34 if (image == NULL)
64 {
65 return 0; 35 return 0;
66 }
67 36
68 /* Save the alpha blending attributes */ 37 /* Save the alpha blending attributes */
69 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
70 saved_alpha = surface->format->alpha; 39 saved_alpha = surface->format->alpha;
71 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
72 {
73 SDL_SetAlpha (surface, 0, 0); 41 SDL_SetAlpha (surface, 0, 0);
74 }
75 42
76 /* Copy the surface into the GL texture image */ 43 /* Copy the surface into the GL texture image */
77 area.x = 0; 44 area.x = 0;
78 area.y = 0; 45 area.y = 0;
79 area.w = surface->w; 46 area.w = surface->w;
80 area.h = surface->h; 47 area.h = surface->h;
81 SDL_BlitSurface (surface, &area, image, &area); 48 SDL_BlitSurface (surface, &area, image, &area);
82 49
83 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
84 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
85 {
86 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
87 }
88 53
89 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
90 glGenTextures (1, &texture); 55 glGenTextures (1, &name);
91 glBindTexture (GL_TEXTURE_2D, texture); 56 glBindTexture (GL_TEXTURE_2D, name);
92 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
93 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
94 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
95 0, 61 0,
96 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
97 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
98 64
99 return texture; 65 return name;
100} 66}
101 67
102 68material::~material ()
103CGcontext cgc; 69{
104void init_shaders () {
105 cgc = cgCreateContext ();
106} 70}
71
72void material::enable (view &ctx)
73{
74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::matmap_t::iterator i = matmap.find (this);
77
78 if (i == matmap.end ())
79 {
80 string vsh_src, fsh_src;
81
82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->l->vsh ();
86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
90 {
91 using namespace shader::compile;
92
93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 lz = ifelse (lz <= 0,
98 lz,
99 log (lz + 1) / log (1e10 + 1)
100 ) - 1;
101 z (vout.position) = lz * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111 fsh (ctx);
112 }
113 else
114 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
115 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129}
130
131void material::disable (view &ctx)
132{
133}
134
135test_material::test_material ()
136//: tex ("textures/osama.jpg"), texvar (tex.name)
137: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{
140}
141
142static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144
145void test_material::vsh (view &ctx)
146{
147 using namespace shader::compile;
148
149 std_vsh ();
150
151 if (ctx.pass->l)
152 {
153 texcoord = xy (vin.tex_coord[0]);
154 normal = normal_matrix * vin.normal;
155 }
156}
157
158void test_material::fsh (view &ctx)
159{
160 using namespace shader::compile;
161
162 if (ctx.pass->l)
163 {
164 temp_3f lc;
165 temp_1f fac;
166
167 temp_3f rot1, rot2, rot3;
168
169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
170
171 //rot1 = normal_matrix * rot1;
172
173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
175
176 normal = mat3 (rot1, rot2, rot3) * normal;
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179 fac = max (pow (max (fac, 0.0), 6), 0.3);
180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
181 * ctx.pass->l->sh_colour;
182 //xyz (fout.frag_color) = lc * fac;
183 }
184}
185
186void test_material::enable (view &ctx)
187{
188 material::enable (ctx);
189 texvar->enable ();
190 normvar->enable ();
191}
192
193void test_material::disable (view &ctx)
194{
195 normvar->disable ();
196 texvar->disable ();
197 material::disable (ctx);
198}
199
200test_material *testmat;
201

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