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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 1.62 by root, Fri Feb 11 15:28:51 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
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
220static shader::varying_2f texcoord;
142static shader::varying_3f normal; 221static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144 222
145void test_material::vsh (view &ctx) 223void test_material::vsh (view &ctx)
146{ 224{
147 using namespace shader::compile; 225 using namespace shader::compile;
148 226
196 texvar->disable (); 274 texvar->disable ();
197 material::disable (ctx); 275 material::disable (ctx);
198} 276}
199 277
200test_material *testmat; 278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
201 281

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