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Comparing libgender/material.C (file contents):
Revision 1.4 by root, Sun Oct 10 20:22:33 2004 UTC vs.
Revision 1.40 by root, Sat Nov 6 00:06:33 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
12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
5{ 13{
6} 14 GLuint name;
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 cgGLEnableTextureParameter(g_Texture);
24}
25void osama_material::end ()
26{
27 cgGLDisableTextureParameter(g_Texture);
28 // cgGLUnbindProgram (vsh_profile);
29 // cgGLUnbindProgram (fsh_profile);
30 cgGLDisableProfile (vsh_profile);
31 cgGLDisableProfile (fsh_profile);
32}
33
34
35GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord)
36{
37 GLuint textur;
38 int w, h;
39 SDL_Surface *image; 15 SDL_Surface *image;
40 SDL_Rect area; 16 SDL_Rect area;
41 Uint32 saved_flags; 17 Uint32 saved_flags;
42 Uint8 saved_alpha; 18 Uint8 saved_alpha;
43 19
44 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
45 //w = power_of_two (surface->w);
46 //h = power_of_two (surface->h);
47 w = power_of_two (surface->w);
48 h = power_of_two (surface->h);
49 texcoord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
50 texcoord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
51 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
52 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
53 25
54 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
55#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
56 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
57#else 29#else
58 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
59#endif 31#endif
60 ); 32 );
33
61 if (image == NULL) 34 if (image == NULL)
62 {
63 return 0; 35 return 0;
64 }
65 36
66 /* Save the alpha blending attributes */ 37 /* Save the alpha blending attributes */
67 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
68 saved_alpha = surface->format->alpha; 39 saved_alpha = surface->format->alpha;
69 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
70 {
71 SDL_SetAlpha (surface, 0, 0); 41 SDL_SetAlpha (surface, 0, 0);
72 }
73 42
74 /* Copy the surface into the GL texture image */ 43 /* Copy the surface into the GL texture image */
75 area.x = 0; 44 area.x = 0;
76 area.y = 0; 45 area.y = 0;
77 area.w = surface->w; 46 area.w = surface->w;
78 area.h = surface->h; 47 area.h = surface->h;
79 SDL_BlitSurface (surface, &area, image, &area); 48 SDL_BlitSurface (surface, &area, image, &area);
80 49
81 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
82 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
83 {
84 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
85 }
86 53
87 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
88 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
89 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
90 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
91 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);
92 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
93 0, 61 0,
94 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);
95 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
96 64
97 return textur; 65 return name;
98} 66}
99 67
68material::~material ()
69{
70}
100 71
101CGcontext cgc; 72void material::enable (view &ctx)
102void init_shaders () { 73{
103 cgc = cgCreateContext (); 74 pass::matmap_t &matmap = ctx.pass_data->matmap;
75
76 pass::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_data->l)
85 ctx.pass_data->l->vsh ();
86
87 vsh (ctx);
88
89 {
90 using namespace shader::compile;
91
92 z (vout.position) = log2 (z (vout.position) / w (vout.position)) * w (vout.position);
93 }
94
95 vsh_src = shader::shader_builder::stop ();
96
97 shader::shader_builder::start ();
98
99 if (ctx.pass_data->l)
100 {
101 ctx.pass_data->l->fsh ();
102
103 fsh (ctx);
104 }
105 else
106 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
107
108 fsh_src = shader::shader_builder::stop ();
109
110 shader::program_object po = shader::get_program (vsh_src, fsh_src);
111 matmap.insert (pass::matmap_t::value_type (this, po));
112
113 po->enable ();
114 }
115 else
116 i->second->enable ();
104} 117}
118
119void material::disable (view &ctx)
120{
121}
122
123test_material::test_material ()
124//: tex ("textures/osama.jpg"), texvar (tex.name)
125: tex ("textures/rockwall.jpg"), texvar (tex.name)
126, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
127{
128}
129
130static shader::varying_3f normal;
131static shader::varying_2f texcoord;
132
133void test_material::vsh (view &ctx)
134{
135 using namespace shader::compile;
136
137 std_vsh ();
138
139 if (ctx.pass_data->l)
140 {
141 texcoord = xy (vin.tex_coord[0]);
142 normal = normal_matrix * vin.normal;
143 }
144}
145
146void test_material::fsh (view &ctx)
147{
148 using namespace shader::compile;
149
150 if (ctx.pass_data->l)
151 {
152 temp_3f lc;
153 temp_1f fac;
154
155 temp_3f rot1, rot2, rot3;
156
157 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
158
159 //rot1 = normal_matrix * rot1;
160
161 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
162 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
163
164 normal = mat3 (rot1, rot2, rot3) * normal;
165
166 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
167 fac = max (pow (max (fac, 0.0), 6), 0.3);
168 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
169 * ctx.pass_data->l->sh_colour;
170 //xyz (fout.frag_color) = lc * fac;
171 }
172}
173
174void test_material::enable (view &ctx)
175{
176 material::enable (ctx);
177 texvar->enable ();
178 normvar->enable ();
179}
180
181void test_material::disable (view &ctx)
182{
183 normvar->disable ();
184 texvar->disable ();
185 material::disable (ctx);
186}
187
188test_material *testmat;
189

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