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Comparing libgender/material.C (file contents):
Revision 1.27 by root, Mon Nov 1 20:20:22 2004 UTC vs.
Revision 1.55 by root, Thu Jan 6 03:09:24 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
15void
16simple_material::enable (view &ctx)
17{
18 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
19 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
20 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
21 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
22}
23
24void
25simple_material::disable (view &ctx)
26{
27}
28 10
29GLuint 11GLuint
30texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
31{ 13{
32 GLuint name; 14 GLuint name;
81 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
82 64
83 return name; 65 return name;
84} 66}
85 67
68material::~material ()
69{
70}
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#if 0
98 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
99#else
100 lz = ifelse (lz <= 0,
101 0,
102 log (lz + 1) / log (1e30)
103 ) - 1;
104#endif
105 z (vout.position) = lz * w (vout.position);
106 }
107
108 vsh_src = shader::shader_builder::stop ();
109
110 shader::shader_builder::start ();
111
112 if (ctx.pass->l)
113 {
114 ctx.pass->l->fsh ();
115 fsh (ctx);
116 }
117 else
118 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
119 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
120
121 fsh_src = shader::shader_builder::stop ();
122
123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
124 matmap.insert (pass_data::matmap_t::value_type (this, po));
125
126 po->enable ();
127 }
128 else
129 i->second->enable ();
130
131 if (ctx.pass->l)
132 ctx.pass->l->enable ();
133}
134
135void material::disable (view &ctx)
136{
137}
138
86test_material::test_material () 139test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 140//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 141: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 142, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
143{
144}
145
146static shader::varying_3f normal;
147static shader::varying_2f texcoord;
148
149void test_material::vsh (view &ctx)
90{ 150{
91 using namespace shader::compile; 151 using namespace shader::compile;
92 152
93 p.vsh->start (); 153 std_vsh ();
94 154
95 temp_4f wpos; 155 if (ctx.pass->l)
96 varying_1f camdist; 156 {
97 varying_3f lightvec;
98
99 wpos = model_view_projection_matrix * vin.vertex;
100
101 //wpos = wpos / abs (w (wpos));
102
103 vout.position = wpos;
104 vout.tex_coord[0] = vin.tex_coord[0]; 157 texcoord = xy (vin.tex_coord[0]);
105 xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; 158 normal = normal_matrix * vin.normal;
106 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 159 }
107 camdist = 1 - max (length (xyz (vout.tex_coord[2])) / 10000., 0); 160}
108 161
109 p.vsh->end (); 162void test_material::fsh (view &ctx)
110 p.vsh->compile (); 163{
164 using namespace shader::compile;
111 165
112 p.fsh->start (); 166 if (ctx.pass->l)
113 167 {
168 temp_3f lc;
114 temp_1f fac; 169 temp_1f fac;
115 temp_2f disp;
116 temp_1f dx, dy;
117 temp_1f bumpnormal;
118 temp_1f dist;
119 170
120 fac = dot (normalize (xyz (fin.tex_coord[1])), normalize (lightvec)); 171 temp_3f rot1, rot2, rot3;
121 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 172
122 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 173 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
174
175 //rot1 = normal_matrix * rot1;
176
177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
179
180 normal = mat3 (rot1, rot2, rot3) * normal;
181
182 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
123 //fac = pow (max (fac, 0.0), 8); 183 fac = max (pow (max (fac, 0.0), 6), 0.3);
124 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac * (0.4 + 1.F * camdist), 0); 184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
125 185 * ctx.pass->l->sh_colour;
126 p.fsh->end (); 186 //xyz (fout.frag_color) = lc * fac;
127 p.fsh->compile (); 187 }
128 p.link ();
129} 188}
130 189
131void test_material::enable (view &ctx) 190void test_material::enable (view &ctx)
132{ 191{
133 p.enable (); 192 material::enable (ctx);
134 lightpos->set (vec3 (0, 0, 0));
135 texvar->enable (); 193 texvar->enable ();
136 normvar->enable (); 194 normvar->enable ();
137} 195}
138 196
139void test_material::disable (view &ctx) 197void test_material::disable (view &ctx)
140{ 198{
141 normvar->disable (); 199 normvar->disable ();
142 texvar->disable (); 200 texvar->disable ();
143 p.disable (); 201 material::disable (ctx);
144} 202}
145 203
204test_material *testmat;
205

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