ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/material.C
(Generate patch)

Comparing libgender/material.C (file contents):
Revision 1.34 by root, Thu Nov 4 03:58:32 2004 UTC vs.
Revision 1.58 by root, Mon Feb 7 08:51:18 2005 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;
59 glGenTextures (1, &name); 55 glGenTextures (1, &name);
60 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
61 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
62 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
64 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
65 0,
66 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
67 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
68 63
69 return name; 64 return name;
70} 65}
71 66
67material::~material ()
68{
69}
70
72void material::enable (view &ctx) 71void material::enable (view &ctx)
73{ 72{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 73 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 74
76 pass::matmap_t::iterator i = matmap.find (this); 75 pass_data::matmap_t::iterator i = matmap.find (this);
77 shader::program_object *p;
78 76
79 if (i == matmap.end ()) 77 if (i == matmap.end ())
80 { 78 {
81 shader::program_object po; 79 string vsh_src, fsh_src;
82 80
83 shader::shader_builder::start (); 81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
84 vsh (ctx); 86 vsh (ctx);
85 87
86 if (ctx.pass_data->l) 88 // compute logarithmic depth - see the frustum matrix in view.C
87 ctx.pass_data->l->vsh (); 89 {
90 using namespace shader::compile;
88 91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
89 po->vsh->compile (shader::shader_builder::stop ()); 107 vsh_src = shader::shader_builder::stop ();
90 108
91 shader::shader_builder::start (); 109 shader::shader_builder::start ();
92 shader::compile::fout.frag_color = shader::compile::float4 (1., 1., 0., 1.); 110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
93 fsh (ctx); 114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
94 po->fsh->compile (shader::shader_builder::stop ()); 120 fsh_src = shader::shader_builder::stop ();
95 121
96 po->link (); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
97
98 matmap.insert (pass::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
99 124
100 p = &po; 125 po->enable ();
101 } 126 }
102 else 127 else
103 p = &i->second; 128 i->second->enable ();
104 129
105 (*p)->enable (); 130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
106} 132}
107 133
108void material::disable (view &ctx) 134void material::disable (view &ctx)
109{ 135{
110} 136}
111 137
112test_material::test_material () 138test_material::test_material ()
113//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
114: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
116{ 142{
117} 143}
118 144
119static shader::varying_3f normal, lightvec; 145void mat_gouraud_shaded::enable (view &ctx)
146{
147 material::enable (ctx);
148
149 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
150}
151
152void mat_gouraud_shaded::disable (view &ctx)
153{
154 material::disable (ctx);
155}
156
157void mat_gouraud_shaded::vsh (view &ctx)
158{
159 using namespace shader::compile;
160 std_vsh ();
161
162 if (ctx.pass->l)
163 f_normal = normal_matrix * vin.normal;
164}
165
166void mat_gouraud_shaded::fsh (view &ctx)
167{
168 using namespace shader::compile;
169
170 if (ctx.pass->l)
171 {
172 temp_1f fac;
173
174 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
175
176 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
177 }
178}
179
120static shader::varying_2f texcoord; 180static shader::varying_2f texcoord;
181static shader::varying_3f normal;
121 182
122void test_material::vsh (view &ctx) 183void test_material::vsh (view &ctx)
123{ 184{
124 using namespace shader::compile; 185 using namespace shader::compile;
125 186
126 std_vsh (); 187 std_vsh ();
127 188
128 if (ctx.pass_data->l) 189 if (ctx.pass->l)
129 { 190 {
130 texcoord = xy (vin.tex_coord[0]); 191 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal; 192 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 } 193 }
134} 194}
135 195
136void test_material::fsh (view &ctx) 196void test_material::fsh (view &ctx)
137{ 197{
138 using namespace shader::compile; 198 using namespace shader::compile;
139 199
140 if (ctx.pass_data->l) 200 if (ctx.pass->l)
141 { 201 {
142 temp_3f lc; 202 temp_3f lc;
143 temp_1f fac; 203 temp_1f fac;
144 204
145 lc = (*ctx.pass_data->l)(); 205 temp_3f rot1, rot2, rot3;
146 206
207 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
208
209 //rot1 = normal_matrix * rot1;
210
211 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
212 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
213
214 normal = mat3 (rot1, rot2, rot3) * normal;
215
147 fac = dot (normalize (normal), normalize (lightvec)); 216 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
148 fac = pow (max (fac, 0.0), 2); 217 fac = max (pow (max (fac, 0.0), 6), 0.3);
149 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * lc * fac; 218 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
219 * ctx.pass->l->sh_colour;
220 //xyz (fout.frag_color) = lc * fac;
150 } 221 }
151} 222}
152 223
153void test_material::enable (view &ctx) 224void test_material::enable (view &ctx)
154{ 225{
163 texvar->disable (); 234 texvar->disable ();
164 material::disable (ctx); 235 material::disable (ctx);
165} 236}
166 237
167test_material *testmat; 238test_material *testmat;
239mat_gouraud_shaded *testmat2;
168 240

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines