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/cvs/libgender/material.C
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Comparing libgender/material.C (file contents):
Revision 1.50 by root, Sun Nov 7 22:40:58 2004 UTC vs.
Revision 1.58 by root, Mon Feb 7 08:51:18 2005 UTC

55 glGenTextures (1, &name); 55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 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);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
61 0,
62 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);
63 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
64 63
65 return name; 64 return name;
66} 65}
92 91
93 temp_1f lz; 92 temp_1f lz;
94 93
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) 94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position); 95 lz = z (vout.position);
97 z (vout.position) = (ifelse ( 96#if 0
98 lz < 0, 97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
99 lz, 100 0,
100 log (lz) * (2 / log (1e10)) 101 log (lz + 1) / log (1e30)
101 ) - 1) * w (vout.position); 102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
102 } 105 }
103 106
104 vsh_src = shader::shader_builder::stop (); 107 vsh_src = shader::shader_builder::stop ();
105 108
106 shader::shader_builder::start (); 109 shader::shader_builder::start ();
107 110
108 if (ctx.pass->l) 111 if (ctx.pass->l)
109 { 112 {
110 ctx.pass->l->fsh (); 113 ctx.pass->l->fsh ();
111
112 fsh (ctx); 114 fsh (ctx);
113 } 115 }
114 else 116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); 118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
116 119
117 fsh_src = shader::shader_builder::stop (); 120 fsh_src = shader::shader_builder::stop ();
118 121
119 shader::program_object po = shader::get_program (vsh_src, fsh_src); 122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po)); 123 matmap.insert (pass_data::matmap_t::value_type (this, po));
123 } 126 }
124 else 127 else
125 i->second->enable (); 128 i->second->enable ();
126 129
127 if (ctx.pass->l) 130 if (ctx.pass->l)
128 ctx.pass->l->enable (); 131 ctx.pass->l->enable (ctx);
129} 132}
130 133
131void material::disable (view &ctx) 134void material::disable (view &ctx)
132{ 135{
133} 136}
137: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{ 142{
140} 143}
141 144
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
180static shader::varying_2f texcoord;
142static shader::varying_3f normal; 181static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144 182
145void test_material::vsh (view &ctx) 183void test_material::vsh (view &ctx)
146{ 184{
147 using namespace shader::compile; 185 using namespace shader::compile;
148 186
196 texvar->disable (); 234 texvar->disable ();
197 material::disable (ctx); 235 material::disable (ctx);
198} 236}
199 237
200test_material *testmat; 238test_material *testmat;
239mat_gouraud_shaded *testmat2;
201 240

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