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Comparing libgender/material.C (file contents):
Revision 1.16 by root, Fri Oct 29 16:02:22 2004 UTC vs.
Revision 1.60 by root, Fri Feb 11 14:54:55 2005 UTC

3 3
4#include <algorithm> 4#include <algorithm>
5 5
6#include "opengl.h" 6#include "opengl.h"
7#include "material.h" 7#include "material.h"
8#include "view.h"
8#include "util.h" 9#include "util.h"
9
10material::~material ()
11{
12}
13
14void
15simple_material::enable ()
16{
17 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
18 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
19 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
20 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
21}
22
23void
24simple_material::disable ()
25{
26}
27 10
28GLuint 11GLuint
29texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
30{ 13{
31 GLuint name; 14 GLuint name;
32 int w, h;
33 SDL_Surface *image; 15 SDL_Surface *image;
34 SDL_Rect area; 16 SDL_Rect area;
35 Uint32 saved_flags; 17 Uint32 saved_flags;
36 Uint8 saved_alpha; 18 Uint8 saved_alpha;
37 19
38 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
39 //w = power_of_two (surface->w);
40 //h = power_of_two (surface->h);
41 w = power_of_two (surface->w);
42 h = power_of_two (surface->h);
43 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
44 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
45 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
46 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
47 25
48 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
49#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
50 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
51#else 29#else
52 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
53#endif 31#endif
77 glGenTextures (1, &name); 55 glGenTextures (1, &name);
78 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
79 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
80 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);
81 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
82 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
83 0,
84 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
85 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
86 63
87 return name; 64 return name;
88} 65}
89 66
67material::~material ()
68{
69}
70
71void material::enable (view &ctx)
72{
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96#if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98#else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103#endif
104 z (vout.position) = lz * w (vout.position);
105 }
106
107 vsh_src = shader::shader_builder::stop ();
108
109 shader::shader_builder::start ();
110
111 if (ctx.pass->l)
112 {
113 ctx.pass->l->fsh ();
114 fsh (ctx);
115 }
116 else
117 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.);
119
120 fsh_src = shader::shader_builder::stop ();
121
122 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 matmap.insert (pass_data::matmap_t::value_type (this, po));
124
125 po->enable ();
126 }
127 else
128 i->second->enable ();
129
130 if (ctx.pass->l)
131 ctx.pass->l->enable (ctx);
132}
133
134void material::disable (view &ctx)
135{
136}
137
90test_material::test_material () 138test_material::test_material ()
91: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
140: tex ("textures/rockwall.jpg"), texvar (tex.name)
141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
92{ 142{
143}
144
145
146void mat_timed::enable (view &ctx)
147{
148 material::enable (ctx);
149
150 time->set (timer::now - (int)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{
93 using namespace shader; 161 using namespace shader::compile;
162 std_vsh ();
94 163
95 p.vsh->start (); 164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
96 167
97 temp_4f lightpos; 168void mat_timed::fsh (view &ctx)
98 temp_4f wpos; 169{
170 using namespace shader::compile;
99 171
100 //lightpos = shader::vec4 (0, 10, 0, 1); 172 if (ctx.pass->l)
101 vout.position = shader::gl.model_view_projection_matrix * vin.vertex; 173 {
102 vout.tex_coord[0] = vin.tex_coord[0] + 1; 174 temp_1f fac;
103 //vout.tex_coord[1] = normalize (lightpos - wpos);
104 //vout.tex_coord[2] = normalize (wpos);
105 //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal);
106 //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos);
107 175
108 p.vsh->end (); 176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
109 p.vsh->compile ();
110 177
111 fragment_shader fsh; 178 //fac = (fac / 100) * (mod (time, 100)) ;
179 fac = time;
180
181 xyz (fout.frag_color) = sin (time * 3.14159265*2);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183}
112 184
113 p.fsh->start (); 185void mat_gouraud_shaded::enable (view &ctx)
186{
187 material::enable (ctx);
114 188
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;
221static shader::varying_3f normal;
222
223void test_material::vsh (view &ctx)
224{
225 using namespace shader::compile;
226
227 std_vsh ();
228
229 if (ctx.pass->l)
230 {
231 texcoord = xy (vin.tex_coord[0]);
232 normal = normal_matrix * vin.normal;
233 }
234}
235
236void test_material::fsh (view &ctx)
237{
238 using namespace shader::compile;
239
240 if (ctx.pass->l)
241 {
242 temp_3f lc;
243 temp_1f fac;
244
245 temp_3f rot1, rot2, rot3;
246
247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
248
249 //rot1 = normal_matrix * rot1;
250
251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
253
254 normal = mat3 (rot1, rot2, rot3) * normal;
255
256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
257 fac = max (pow (max (fac, 0.0), 6), 0.3);
115 xyz(fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]); 258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
116 259 * ctx.pass->l->sh_colour;
117 p.fsh->end (); 260 //xyz (fout.frag_color) = lc * fac;
118 p.fsh->compile (); 261 }
119 p.link ();
120} 262}
121 263
122void test_material::enable () 264void test_material::enable (view &ctx)
123{ 265{
124 p.enable (); 266 material::enable (ctx);
125 texvar->enable (); 267 texvar->enable ();
268 normvar->enable ();
126} 269}
127 270
128void test_material::disable () 271void test_material::disable (view &ctx)
129{ 272{
273 normvar->disable ();
130 texvar->disable (); 274 texvar->disable ();
131 p.disable (); 275 material::disable (ctx);
132} 276}
133 277
278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
281

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