--- libgender/material.C 2004/10/10 14:15:15 1.1 +++ libgender/material.C 2005/02/07 07:37:00 1.56 @@ -1,20 +1,229 @@ +#include +#include + +#include + #include "opengl.h" #include "material.h" +#include "view.h" +#include "util.h" + +GLuint +texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) +{ + GLuint name; + SDL_Surface *image; + SDL_Rect area; + Uint32 saved_flags; + Uint8 saved_alpha; + + /* Use the surface width and height expanded to powers of 2 */ + tex2oord[0] = 0.F; /* Min X */ + tex2oord[1] = 0.F; /* Min Y */ + tex2oord[2] = 1.F; /* Max X */ + tex2oord[3] = 1.F; /* Max Y */ + + image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32, +#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ + 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 +#else + 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF +#endif + ); + + if (image == NULL) + return 0; + + /* Save the alpha blending attributes */ + saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); + saved_alpha = surface->format->alpha; + if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) + SDL_SetAlpha (surface, 0, 0); + + /* Copy the surface into the GL texture image */ + area.x = 0; + area.y = 0; + area.w = surface->w; + area.h = surface->h; + SDL_BlitSurface (surface, &area, image, &area); + + /* Restore the alpha blending attributes */ + if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) + SDL_SetAlpha (surface, saved_flags, saved_alpha); + + /* Create an OpenGL texture for the image */ + glGenTextures (1, &name); + glBindTexture (GL_TEXTURE_2D, name); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); + glTexImage2D (GL_TEXTURE_2D, + 0, + GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); + SDL_FreeSurface (image); /* No longer needed */ + + return name; +} material::~material () { } -void simple_material::push () +void material::enable (view &ctx) +{ + pass_data::matmap_t &matmap = ctx.pass->matmap; + + pass_data::matmap_t::iterator i = matmap.find (this); + + if (i == matmap.end ()) + { + string vsh_src, fsh_src; + + shader::shader_builder::start (); + + if (ctx.pass->l) + ctx.pass->l->vsh (); + + vsh (ctx); + + // compute logarithmic depth - see the frustum matrix in view.C + { + using namespace shader::compile; + + temp_1f lz; + + // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) + lz = z (vout.position); +#if 0 + lz = (log (max (lz, 0) + 1) / log (1e30)) - 1; +#else + lz = ifelse (lz <= 0, + 0, + log (lz + 1) / log (1e30) + ) - 1; +#endif + z (vout.position) = lz * w (vout.position); + } + + vsh_src = shader::shader_builder::stop (); + + shader::shader_builder::start (); + + if (ctx.pass->l) + { + ctx.pass->l->fsh (); + fsh (ctx); + } + else + // many drivers need both vertex and fragment shader, 'caboom!' otherwise + shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); + + fsh_src = shader::shader_builder::stop (); + + shader::program_object po = shader::get_program (vsh_src, fsh_src); + matmap.insert (pass_data::matmap_t::value_type (this, po)); + + po->enable (); + } + else + i->second->enable (); + + if (ctx.pass->l) + ctx.pass->l->enable (); +} + +void material::disable (view &ctx) +{ +} + +test_material::test_material () +//: tex ("textures/osama.jpg"), texvar (tex.name) +: tex ("textures/rockwall.jpg"), texvar (tex.name) +, norm ("textures/rockwall_normal.jpg"), normvar (norm.name) +{ +} + +static shader::varying_3f normal; +static shader::varying_2f texcoord; + +void test_material2::vsh (view &ctx) +{ + using namespace shader::compile; + std_vsh (); + + if (ctx.pass->l) + { + normal = normal_matrix * vin.normal; + } +} + +void test_material2::fsh (view &ctx) +{ + using namespace shader::compile; + + if (ctx.pass->l) + { + temp_1f fac; + fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); + xyz (fout.frag_color) = ctx.pass->l->sh_colour * fac;//normalize (ctx.pass->l->sh_lightvec); + } +} + +void test_material::vsh (view &ctx) +{ + using namespace shader::compile; + + std_vsh (); + + if (ctx.pass->l) + { + texcoord = xy (vin.tex_coord[0]); + normal = normal_matrix * vin.normal; + } +} + +void test_material::fsh (view &ctx) +{ + using namespace shader::compile; + + if (ctx.pass->l) + { + temp_3f lc; + temp_1f fac; + + temp_3f rot1, rot2, rot3; + + yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); + + //rot1 = normal_matrix * rot1; + + rot2 = float3 (x(rot1), z(rot1), -y(rot1)); + rot3 = float3 (y(rot1), -x(rot1), z(rot1)); + + normal = mat3 (rot1, rot2, rot3) * normal; + + fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); + fac = max (pow (max (fac, 0.0), 6), 0.3); + xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac + * ctx.pass->l->sh_colour; + //xyz (fout.frag_color) = lc * fac; + } +} + +void test_material::enable (view &ctx) { - glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); - glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); - glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); - glMaterialf (GL_FRONT, GL_SHININESS, shininess); + material::enable (ctx); + texvar->enable (); + normvar->enable (); } -void simple_material::pop () +void test_material::disable (view &ctx) { + normvar->disable (); + texvar->disable (); + material::disable (ctx); } +test_material *testmat; +test_material2 *testmat2;