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Comparing libgender/material.C (file contents):
Revision 1.35 by root, Thu Nov 4 04:46:58 2004 UTC vs.
Revision 1.65 by root, Tue Aug 9 23:58:43 2005 UTC

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 10
11material::~material ()
12{
13}
14
15GLuint 11GLuint
16texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags)
17{ 13{
18 GLuint name; 14 GLuint name;
19 SDL_Surface *image; 15 SDL_Surface *image;
20 SDL_Rect area; 16 SDL_Rect area;
21 Uint32 saved_flags; 17 Uint32 saved_flags;
57 53
58 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
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, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
63 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE);
64 glTexImage2D (GL_TEXTURE_2D,
65 0,
66 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 60 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
61
62 if (flags & CLAMP)
63 {
64 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
65 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
66 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
67 }
68
67 SDL_FreeSurface (image); /* No longer needed */ 69 SDL_FreeSurface (image); /* No longer needed */
68 70
69 return name; 71 return name;
70} 72}
71 73
74material::~material ()
75{
76}
77
72void material::enable (view &ctx) 78void material::enable (view &ctx)
73{ 79{
74 pass::matmap_t &matmap = ctx.pass_data->matmap; 80 pass_data::matmap_t &matmap = ctx.pass->matmap;
75 81
76 pass::matmap_t::iterator i = matmap.find (this); 82 pass_data::matmap_t::iterator i = matmap.find (this);
77 shader::program_object *p;
78 83
79 if (i == matmap.end ()) 84 if (i == matmap.end ())
80 { 85 {
81 shader::program_object po; 86 string vsh_src, fsh_src;
82 87
83 shader::shader_builder::start (); 88 shader::shader_builder::start ();
89
90 if (ctx.pass->l)
91 ctx.pass->l->vsh ();
92
84 vsh (ctx); 93 vsh (ctx);
85 94
86 if (ctx.pass_data->l) 95 // compute logarithmic depth - see the frustum matrix in view.C
87 ctx.pass_data->l->vsh (); 96 {
97 using namespace shader::compile;
88 98
99 temp_1f lz;
100
101 // TODO: negative z is not calculated in an a very acceptable way
102 lz = z (vout.position);
103 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
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}
114: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
115, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
116{ 142{
117} 143}
118 144
145skybox_material::skybox_material ()
146: tex (0)
147{
148}
149
150void skybox_material::enable (view &ctx)
151{
152 material::enable (ctx);
153}
154
155void skybox_material::disable (view &ctx)
156{
157 material::disable (ctx);
158}
159
160static shader::varying_2f skybox_texcoord;
161
162void skybox_material::vsh (view &ctx)
163{
164 using namespace shader::compile;
165
166 std_vsh ();
167 skybox_texcoord = xy (vin.tex_coord[0]);
168}
169
170void skybox_material::fsh (view &ctx)
171{
172 using namespace shader::compile;
173
174 xyz (fout.frag_color) = texture_2d (tex, skybox_texcoord);
175}
176
177void mat_timed::enable (view &ctx)
178{
179 material::enable (ctx);
180
181 time->set (timer::now);
182 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
183}
184
185void mat_timed::disable (view &ctx)
186{
187 material::disable (ctx);
188}
189
190void mat_timed::vsh (view &ctx)
191{
192 using namespace shader::compile;
193 std_vsh ();
194
195 if (ctx.pass->l)
196 f_normal = normal_matrix * vin.normal;
197}
198
199void mat_timed::fsh (view &ctx)
200{
201 using namespace shader::compile;
202
203 if (ctx.pass->l)
204 {
205 temp_1f fac;
206 temp_3f normal;
207
208 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
209
210 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
211
212 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
213 }
214}
215
216void mat_gouraud_shaded::enable (view &ctx)
217{
218 material::enable (ctx);
219
220 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
221}
222
223void mat_gouraud_shaded::disable (view &ctx)
224{
225 material::disable (ctx);
226}
227
228void mat_gouraud_shaded::vsh (view &ctx)
229{
230 using namespace shader::compile;
231 std_vsh ();
232
233 if (ctx.pass->l)
234 f_normal = normal_matrix * vin.normal;
235}
236
237void mat_gouraud_shaded::fsh (view &ctx)
238{
239 using namespace shader::compile;
240
241 if (ctx.pass->l)
242 {
243 temp_1f fac;
244
245 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
246
247 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
248 }
249}
250
119static shader::varying_3f normal, lightvec; 251static shader::varying_3f f_normal;
252
253void mat_debug::enable (view &ctx)
254{
255 material::enable (ctx);
256
257 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
258 glEnable (GL_BLEND);
259 glDepthMask (1);
260}
261
262void mat_debug::disable (view &ctx)
263{
264 material::disable (ctx);
265
266 glDisable (GL_BLEND);
267 glDepthMask (0);
268}
269
270void mat_debug::vsh (view &ctx)
271{
272 using namespace shader::compile;
273 std_vsh ();
274
275 if (ctx.pass->l)
276 f_normal = normal_matrix * vin.normal;
277}
278
279void mat_debug::fsh (view &ctx)
280{
281 using namespace shader::compile;
282
283 if (ctx.pass->l)
284 {
285 temp_1f fac;
286
287 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
288
289 xyz (fout.frag_color) = float3 (1.,0.,0.);
290 w (fout.frag_color) = 0.1;
291 }
292}
293
120static shader::varying_2f texcoord; 294static shader::varying_2f texcoord;
295static shader::varying_3f normal;
121 296
122void test_material::vsh (view &ctx) 297void test_material::vsh (view &ctx)
123{ 298{
124 using namespace shader::compile; 299 using namespace shader::compile;
125 300
126 std_vsh (); 301 std_vsh ();
127 302
128 if (ctx.pass_data->l) 303 if (ctx.pass->l)
129 { 304 {
130 texcoord = xy (vin.tex_coord[0]); 305 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal; 306 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 } 307 }
134} 308}
135 309
136void test_material::fsh (view &ctx) 310void test_material::fsh (view &ctx)
137{ 311{
138 using namespace shader::compile; 312 using namespace shader::compile;
139 313
140 if (ctx.pass_data->l) 314 if (ctx.pass->l)
141 { 315 {
142 temp_3f lc; 316 temp_3f lc;
143 temp_1f fac; 317 temp_1f fac;
144 318
145 lc = (*ctx.pass_data->l)();
146
147 temp_3f rot1, rot2, rot3; 319 temp_3f rot1, rot2, rot3;
148 320
149 rot1 = yxz (texture_2d (normvar, texcoord) * 2.F - 1.F); 321 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
322
323 //rot1 = normal_matrix * rot1;
324
150 rot2 = float3 (x(rot1), -z(rot1), y(rot1)); 325 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
151 rot3 = float3 (-y(rot1), x(rot1), z(rot1)); 326 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
152 327
153 normal = mat3 (rot1, rot2, rot3) * normal; 328 normal = mat3 (rot1, rot2, rot3) * normal;
154 329
155 fac = dot (normalize (normal), normalize (lightvec)); 330 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
156 fac = pow (max (fac, 0.0), 6); 331 fac = max (pow (max (fac, 0.0), 6), 0.3);
157 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 332 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
333 * ctx.pass->l->sh_colour;
334 //xyz (fout.frag_color) = lc * fac;
158 } 335 }
159} 336}
160 337
161void test_material::enable (view &ctx) 338void test_material::enable (view &ctx)
162{ 339{
171 texvar->disable (); 348 texvar->disable ();
172 material::disable (ctx); 349 material::disable (ctx);
173} 350}
174 351
175test_material *testmat; 352test_material *testmat;
353mat_gouraud_shaded *testmat2;
354mat_timed *testmat3;
355mat_debug *debugmat;
176 356

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