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Comparing libgender/material.C (file contents):
Revision 1.9 by root, Thu Oct 21 21:20:09 2004 UTC vs.
Revision 1.50 by root, Sun Nov 7 22:40:58 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"
3 8#include "view.h"
4#include <cstdlib> 9#include "util.h"
5#include <cstring>
6
7#include <algorithm>
8
9namespace shader {
10
11 refcounted::~refcounted ()
12 {
13#if 0
14 if (refcnt)
15 abort ();
16#endif
17 }
18
19 const char str_float [] = "float";
20 const char str_float2 [] = "float2";
21 const char str_float3 [] = "float3";
22 const char str_float4 [] = "float4";
23 const char str_float4x4 [] = "float4x4";
24
25 static CGcontext cg_context = cgCreateContext ();
26
27 int var_i::next_name = 0;
28
29 var_i::var_i (CGtype cgtype, const char *typestr)
30 : typestr (typestr)
31 {
32 name = ++next_name;
33 param = cgCreateParameter (cg_context, cgtype);
34 }
35
36 var_i::~var_i ()
37 {
38 cgDestroyParameter (param);
39 }
40
41 void var_i::build_decl (ostringstream &b)
42 {
43 b << typestr << ' ' << "V" << name;
44 }
45
46 void uniform_i::build_decl (ostringstream &b)
47 {
48 b << "uniform " << typestr << ' ' << "V" << name;
49 }
50
51 void stream_i::build_decl (ostringstream &b)
52 {
53 b << typestr << ' ' << "V" << name;
54 b << " : " << binding;
55 }
56
57 void var_i::build (shader_builder &b)
58 {
59 b << "V" << name;
60 }
61
62 void uniform_i::build (shader_builder &b)
63 {
64 var_i::build (b);
65
66 if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ())
67 b.refs.push_back (*this);
68 }
69
70 void stream_i::build (shader_builder &b)
71 {
72 var_i::build (b);
73
74 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
75 b.streams.push_back (*this);
76 }
77
78 void temporary_i::build (shader_builder &b)
79 {
80 var_i::build (b);
81
82 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
83 b.temps.push_back (*this);
84 }
85
86 void fragment_const_string_i::build (shader_builder &b)
87 {
88 b << str;
89 }
90
91 struct vin vin;
92
93 // MUST update is-function below
94 varying_3f vin::position_3f ("POSITION");
95 varying_4f vin::position_4f ("POSITION");
96 varying_3f vin::normal_3f ("NORMAL");
97 varying_4f vin::normal_4f ("NORMAL");
98 varying_3f vin::color0_3f ("COLOR0");
99 varying_4f vin::color0_4f ("COLOR0");
100 varying_3f vin::color1_3f ("COLOR1");
101 varying_4f vin::color1_4f ("COLOR1");
102 varying_2f vin::texcoord0_2f ("TEXCOORD0");
103 varying_4f vin::texcoord0_4f ("TEXCOORD0");
104 varying_2f vin::texcoord1_2f ("TEXCOORD1");
105 varying_4f vin::texcoord1_4f ("TEXCOORD1");
106 varying_2f vin::texcoord2_2f ("TEXCOORD2");
107 varying_4f vin::texcoord2_4f ("TEXCOORD2");
108 varying_2f vin::texcoord3_2f ("TEXCOORD3");
109 varying_4f vin::texcoord3_4f ("TEXCOORD3");
110 varying_2f vin::texcoord4_2f ("TEXCOORD4");
111 varying_4f vin::texcoord4_4f ("TEXCOORD4");
112 varying_2f vin::texcoord5_2f ("TEXCOORD5");
113 varying_4f vin::texcoord5_4f ("TEXCOORD5");
114 varying_2f vin::texcoord6_2f ("TEXCOORD6");
115 varying_4f vin::texcoord6_4f ("TEXCOORD6");
116 varying_2f vin::texcoord7_2f ("TEXCOORD7");
117 varying_4f vin::texcoord7_4f ("TEXCOORD7");
118 varying_1f vin::psize_1f ("PSIZE");
119 varying_1f vin::attr6_1f ("ATTR6");
120 varying_1f vin::attr7_1f ("ATTR7");
121 varying_2f vin::attr6_2f ("ATTR6");
122 varying_2f vin::attr7_2f ("ATTR7");
123 varying_3f vin::attr6_3f ("ATTR6");
124 varying_3f vin::attr7_3f ("ATTR7");
125 varying_4f vin::attr6_4f ("ATTR6");
126 varying_4f vin::attr7_4f ("ATTR7");
127
128 bool vin::is (const var &r)
129 {
130 return r == vin::position_3f
131 || r == vin::position_4f
132 || r == vin::normal_3f
133 || r == vin::normal_4f
134 || r == vin::color0_3f
135 || r == vin::color0_4f
136 || r == vin::color1_3f
137 || r == vin::color1_4f
138 || r == vin::texcoord0_2f
139 || r == vin::texcoord0_4f
140 || r == vin::texcoord1_2f
141 || r == vin::texcoord1_4f
142 || r == vin::texcoord2_2f
143 || r == vin::texcoord2_4f
144 || r == vin::texcoord3_2f
145 || r == vin::texcoord3_4f
146 || r == vin::texcoord4_2f
147 || r == vin::texcoord4_4f
148 || r == vin::texcoord5_2f
149 || r == vin::texcoord5_4f
150 || r == vin::texcoord6_2f
151 || r == vin::texcoord6_4f
152 || r == vin::texcoord7_2f
153 || r == vin::texcoord7_4f
154 || r == vin::psize_1f
155 || r == vin::attr6_1f
156 || r == vin::attr7_1f
157 || r == vin::attr6_2f
158 || r == vin::attr7_2f
159 || r == vin::attr6_3f
160 || r == vin::attr7_3f
161 || r == vin::attr6_4f
162 || r == vin::attr7_4f;
163 }
164
165 struct fin fin;
166 struct fin &vout = fin;
167
168 // MUST update is-function below
169 varying_4f fin::position_4f ("HPOS");
170 varying_4f fin::color0_4f ("COLOR0");
171 varying_4f fin::color1_4f ("COLOR1");
172 varying_4f fin::texcoord0_4f ("TEXCOORD0");
173 varying_4f fin::texcoord1_4f ("TEXCOORD1");
174 varying_4f fin::texcoord2_4f ("TEXCOORD2");
175 varying_4f fin::texcoord3_4f ("TEXCOORD3");
176 varying_4f fin::texcoord4_4f ("TEXCOORD4");
177 varying_4f fin::texcoord5_4f ("TEXCOORD5");
178 varying_4f fin::texcoord6_4f ("TEXCOORD6");
179 varying_4f fin::texcoord7_4f ("TEXCOORD7");
180
181 bool fin::is (const var &r)
182 {
183 return r == fin::position_4f
184 || r == fin::color0_4f
185 || r == fin::color1_4f
186 || r == fin::texcoord0_4f
187 || r == fin::texcoord1_4f
188 || r == fin::texcoord2_4f
189 || r == fin::texcoord3_4f
190 || r == fin::texcoord4_4f
191 || r == fin::texcoord5_4f
192 || r == fin::texcoord6_4f
193 || r == fin::texcoord7_4f;
194 }
195
196 struct fout fout;
197
198 // MUST update is-function below
199 varying_4f fout::color0_4f ("COLOR0");
200 varying_3f fout::color0_3f ("COLOR0");
201 varying_4f fout::color1_4f ("COLOR1");
202 varying_3f fout::color1_3f ("COLOR1");
203 varying_1f fout::depth_1f ("DEPTH");
204
205 bool fout::is (const var &r)
206 {
207 return r == fout::color0_4f
208 || r == fout::color0_3f
209 || r == fout::color1_4f
210 || r == fout::color1_3f
211 || r == fout::depth_1f;
212 }
213
214 uniform_matrix_f_i mvp, mv, proj;
215
216 void fragment_vector_i::build (shader_builder &b)
217 {
218 for (vector<fragment>::iterator i = begin (); i != end (); i++)
219 (*i)->build (b);
220 }
221
222 void shader_program::print ()
223 {
224 shader_builder b;
225 build (b);
226 ostringstream os;
227
228 os << "void main (\n";
229 for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++)
230 {
231 os << " ";
232
233 if (is_vertex)
234 {
235 if (vin.is (*i)) os << "in ";
236 if (vout.is (*i)) os << "out ";
237 }
238 else
239 {
240 if (fin.is (*i)) os << "in ";
241 if (fout.is (*i)) os << "out ";
242 }
243
244 (*i)->build_decl (os);
245 os << ",\n";
246 }
247
248 for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++)
249 {
250 os << " ";
251 (*i)->build_decl (os);
252 os << ",\n";
253 }
254
255 os << " uniform float unused_cg_broken_syntax\n";
256 os << ")\n{\n";
257
258 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
259 {
260 (*i)->build_decl (os);
261 os << ";\n";
262 }
263
264 os << "\n";
265 os << b.source.str ();
266 os << "\n}\n";
267
268 printf ("%s\n", os.str ().c_str ());
269
270 }
271
272void debdebdebdebug ()//D
273{
274 vertex_program p;
275
276 p << vout.position_4f << " = mul(" << vin.position_4f << "," << mvp << ");";
277
278 p.print ();
279 exit (0);
280}
281
282}
283
284material::~material ()
285{
286}
287
288void
289simple_material::begin ()
290{
291 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
292 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
293 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
294 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
295}
296
297void
298simple_material::end ()
299{
300}
301
302void
303osama_material::begin ()
304{
305 cgGLEnableProfile (vsh_profile);
306 cgGLEnableProfile (fsh_profile);
307 cgGLEnableTextureParameter (g_Texture);
308}
309
310void
311osama_material::end ()
312{
313 cgGLDisableTextureParameter (g_Texture);
314 // cgGLUnbindProgram (vsh_profile);
315 // cgGLUnbindProgram (fsh_profile);
316 cgGLDisableProfile (vsh_profile);
317 cgGLDisableProfile (fsh_profile);
318}
319 10
320GLuint 11GLuint
321texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
322{ 13{
323 GLuint textur; 14 GLuint name;
324 int w, h;
325 SDL_Surface *image; 15 SDL_Surface *image;
326 SDL_Rect area; 16 SDL_Rect area;
327 Uint32 saved_flags; 17 Uint32 saved_flags;
328 Uint8 saved_alpha; 18 Uint8 saved_alpha;
329 19
330 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
331 //w = power_of_two (surface->w);
332 //h = power_of_two (surface->h);
333 w = power_of_two (surface->w);
334 h = power_of_two (surface->h);
335 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
336 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
337 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
338 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
339 25
340 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
341#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
342 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
343#else 29#else
344 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
345#endif 31#endif
364 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
365 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
366 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
367 53
368 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
369 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
370 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
371 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
372 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);
373 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
374 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
375 0, 61 0,
376 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);
377 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
378 64
379 return textur; 65 return name;
380} 66}
381 67
382CGcontext cgc; 68material::~material ()
383
384void
385init_shaders ()
386{ 69{
387 cgc = cgCreateContext ();
388} 70}
389 71
72void material::enable (view &ctx)
73{
74 pass_data::matmap_t &matmap = ctx.pass->matmap;
75
76 pass_data::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->l)
85 ctx.pass->l->vsh ();
86
87 vsh (ctx);
88
89 // compute logarithmic depth - see the frustum matrix in view.C
90 {
91 using namespace shader::compile;
92
93 temp_1f lz;
94
95 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
96 lz = z (vout.position);
97 z (vout.position) = (ifelse (
98 lz < 0,
99 lz,
100 log (lz) * (2 / log (1e10))
101 ) - 1) * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111
112 fsh (ctx);
113 }
114 else
115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129}
130
131void material::disable (view &ctx)
132{
133}
134
135test_material::test_material ()
136//: tex ("textures/osama.jpg"), texvar (tex.name)
137: tex ("textures/rockwall.jpg"), texvar (tex.name)
138, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139{
140}
141
142static shader::varying_3f normal;
143static shader::varying_2f texcoord;
144
145void test_material::vsh (view &ctx)
146{
147 using namespace shader::compile;
148
149 std_vsh ();
150
151 if (ctx.pass->l)
152 {
153 texcoord = xy (vin.tex_coord[0]);
154 normal = normal_matrix * vin.normal;
155 }
156}
157
158void test_material::fsh (view &ctx)
159{
160 using namespace shader::compile;
161
162 if (ctx.pass->l)
163 {
164 temp_3f lc;
165 temp_1f fac;
166
167 temp_3f rot1, rot2, rot3;
168
169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
170
171 //rot1 = normal_matrix * rot1;
172
173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
175
176 normal = mat3 (rot1, rot2, rot3) * normal;
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179 fac = max (pow (max (fac, 0.0), 6), 0.3);
180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
181 * ctx.pass->l->sh_colour;
182 //xyz (fout.frag_color) = lc * fac;
183 }
184}
185
186void test_material::enable (view &ctx)
187{
188 material::enable (ctx);
189 texvar->enable ();
190 normvar->enable ();
191}
192
193void test_material::disable (view &ctx)
194{
195 normvar->disable ();
196 texvar->disable ();
197 material::disable (ctx);
198}
199
200test_material *testmat;
201

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