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Comparing libgender/material.C (file contents):
Revision 1.37 by root, Thu Nov 4 15:43:53 2004 UTC vs.
Revision 1.62 by root, Fri Feb 11 15:28:51 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}
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
119static shader::varying_3f normal, lightvec; 145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
153
154void mat_timed::disable (view &ctx)
155{
156 material::disable (ctx);
157}
158
159void mat_timed::vsh (view &ctx)
160{
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175 temp_3f normal;
176
177 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
178
179 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
180
181 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
184
185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
191
192void mat_gouraud_shaded::disable (view &ctx)
193{
194 material::disable (ctx);
195}
196
197void mat_gouraud_shaded::vsh (view &ctx)
198{
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204}
205
206void mat_gouraud_shaded::fsh (view &ctx)
207{
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218}
219
120static shader::varying_2f texcoord; 220static shader::varying_2f texcoord;
221static shader::varying_3f normal;
121 222
122void test_material::vsh (view &ctx) 223void test_material::vsh (view &ctx)
123{ 224{
124 using namespace shader::compile; 225 using namespace shader::compile;
125 226
126 std_vsh (); 227 std_vsh ();
127 228
128 if (ctx.pass_data->l) 229 if (ctx.pass->l)
129 { 230 {
130 texcoord = xy (vin.tex_coord[0]); 231 texcoord = xy (vin.tex_coord[0]);
131 normal = normal_matrix * vin.normal; 232 normal = normal_matrix * vin.normal;
132 lightvec = xyz (ctx.pass_data->l->lightpos - model_view_matrix * vin.vertex);
133 } 233 }
134} 234}
135 235
136void test_material::fsh (view &ctx) 236void test_material::fsh (view &ctx)
137{ 237{
138 using namespace shader::compile; 238 using namespace shader::compile;
139 239
140 if (ctx.pass_data->l) 240 if (ctx.pass->l)
141 { 241 {
142 temp_3f lc; 242 temp_3f lc;
143 temp_1f fac; 243 temp_1f fac;
144 244
145 lc = (*ctx.pass_data->l)();
146
147 temp_3f rot1, rot2, rot3; 245 temp_3f rot1, rot2, rot3;
148 246
149 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); 247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
150 248
151 //rot1 = normal_matrix * rot1; 249 //rot1 = normal_matrix * rot1;
153 rot2 = float3 (x(rot1), z(rot1), -y(rot1)); 251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
154 rot3 = float3 (y(rot1), -x(rot1), z(rot1)); 252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
155 253
156 normal = mat3 (rot1, rot2, rot3) * normal; 254 normal = mat3 (rot1, rot2, rot3) * normal;
157 255
158 fac = dot (normalize (normal), normalize (lightvec)); 256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
159 fac = max (pow (max (fac, 0.0), 6), 0.3); 257 fac = max (pow (max (fac, 0.0), 6), 0.3);
160 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * lc * fac; 258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
259 * ctx.pass->l->sh_colour;
161 //xyz (fout.frag_color) = lc * fac; 260 //xyz (fout.frag_color) = lc * fac;
162 } 261 }
163} 262}
164 263
165void test_material::enable (view &ctx) 264void test_material::enable (view &ctx)
175 texvar->disable (); 274 texvar->disable ();
176 material::disable (ctx); 275 material::disable (ctx);
177} 276}
178 277
179test_material *testmat; 278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
180 281

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