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Comparing libgender/material.C (file contents):
Revision 1.34 by root, Thu Nov 4 03:58:32 2004 UTC vs.
Revision 1.51 by root, Fri Nov 26 03:48:40 2004 UTC

5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h" 8#include "view.h"
9#include "util.h" 9#include "util.h"
10
11material::~material ()
12{
13}
14 10
15GLuint 11GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
17{ 13{
18 GLuint name; 14 GLuint name;
67 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
68 64
69 return name; 65 return name;
70} 66}
71 67
68material::~material ()
69{
70}
71
72void material::enable (view &ctx) 72void material::enable (view &ctx)
73{ 73{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 75
76 pass::matmap_t::iterator i = matmap.find (this); 76 pass_data::matmap_t::iterator i = matmap.find (this);
77 shader::program_object *p;
78 77
79 if (i == matmap.end ()) 78 if (i == matmap.end ())
80 { 79 {
81 shader::program_object po; 80 string vsh_src, fsh_src;
82 81
83 shader::shader_builder::start (); 82 shader::shader_builder::start ();
83
84 if (ctx.pass->l)
85 ctx.pass->l->vsh ();
86
84 vsh (ctx); 87 vsh (ctx);
85 88
86 if (ctx.pass_data->l) 89 // compute logarithmic depth - see the frustum matrix in view.C
87 ctx.pass_data->l->vsh (); 90 {
91 using namespace shader::compile;
88 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 z (vout.position) = clamp (
98 ifelse (lz <= 0,
99 lz,
100 log (lz + 1) * (2 / log (1e10))
101 ) - 1,
102 -1.F, +1.F
103 ) * w (vout.position);
104 }
105
89 po->vsh->compile (shader::shader_builder::stop ()); 106 vsh_src = shader::shader_builder::stop ();
90 107
91 shader::shader_builder::start (); 108 shader::shader_builder::start ();
109
110 if (ctx.pass->l)
111 {
112 ctx.pass->l->fsh ();
113
114 fsh (ctx);
115 }
116 else
92 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); 117 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
93 fsh (ctx); 118
94 po->fsh->compile (shader::shader_builder::stop ()); 119 fsh_src = shader::shader_builder::stop ();
95 120
96 po->link (); 121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
97
98 matmap.insert (pass::matmap_t::value_type (this, po)); 122 matmap.insert (pass_data::matmap_t::value_type (this, po));
99 123
100 p = &po; 124 po->enable ();
101 } 125 }
102 else 126 else
103 p = &i->second; 127 i->second->enable ();
104 128
105 (*p)->enable (); 129 if (ctx.pass->l)
130 ctx.pass->l->enable ();
106} 131}
107 132
108void material::disable (view &ctx) 133void material::disable (view &ctx)
109{ 134{
110} 135}
111 136
112test_material::test_material () 137test_material::test_material ()
113//: tex ("textures/osama.jpg"), texvar (tex.name) 138//: tex ("textures/osama.jpg"), texvar (tex.name)
114: tex ("textures/rockwall.jpg"), texvar (tex.name) 139: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 140, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
116{ 141{
117} 142}
118 143
119static shader::varying_3f normal, lightvec; 144static shader::varying_3f normal;
120static shader::varying_2f texcoord; 145static shader::varying_2f texcoord;
121 146
122void test_material::vsh (view &ctx) 147void test_material::vsh (view &ctx)
123{ 148{
124 using namespace shader::compile; 149 using namespace shader::compile;
125 150
126 std_vsh (); 151 std_vsh ();
127 152
128 if (ctx.pass_data->l) 153 if (ctx.pass->l)
129 { 154 {
130 texcoord = xy (vin.tex_coord[0]); 155 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal; 156 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 } 157 }
134} 158}
135 159
136void test_material::fsh (view &ctx) 160void test_material::fsh (view &ctx)
137{ 161{
138 using namespace shader::compile; 162 using namespace shader::compile;
139 163
140 if (ctx.pass_data->l) 164 if (ctx.pass->l)
141 { 165 {
142 temp_3f lc; 166 temp_3f lc;
143 temp_1f fac; 167 temp_1f fac;
144 168
145 lc = (*ctx.pass_data->l)(); 169 temp_3f rot1, rot2, rot3;
146 170
171 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
172
173 //rot1 = normal_matrix * rot1;
174
175 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
176 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
177
178 normal = mat3 (rot1, rot2, rot3) * normal;
179
147 fac = dot (normalize (normal), normalize (lightvec)); 180 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
148 fac = pow (max (fac, 0.0), 2); 181 fac = max (pow (max (fac, 0.0), 6), 0.3);
149 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * lc * fac; 182 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
183 * ctx.pass->l->sh_colour;
184 //xyz (fout.frag_color) = lc * fac;
150 } 185 }
151} 186}
152 187
153void test_material::enable (view &ctx) 188void test_material::enable (view &ctx)
154{ 189{

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