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Comparing libgender/material.C (file contents):
Revision 1.24 by root, Sun Oct 31 22:55:23 2004 UTC vs.
Revision 1.60 by root, Fri Feb 11 14:54:55 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;
73 glGenTextures (1, &name); 55 glGenTextures (1, &name);
74 glBindTexture (GL_TEXTURE_2D, name); 56 glBindTexture (GL_TEXTURE_2D, name);
75 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 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);
77 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
78 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0,
79 0,
80 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);
81 SDL_FreeSurface (image); /* No longer needed */ 62 SDL_FreeSurface (image); /* No longer needed */
82 63
83 return name; 64 return name;
65}
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{
84} 136}
85 137
86test_material::test_material () 138test_material::test_material ()
87//: tex ("textures/osama.jpg"), texvar (tex.name) 139//: tex ("textures/osama.jpg"), texvar (tex.name)
88: tex ("textures/rockwall.jpg"), texvar (tex.name) 140: tex ("textures/rockwall.jpg"), texvar (tex.name)
89, norm ("textures/rockwall_height.jpg"), normvar (norm.name) 141, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
90{ 142{
91 using namespace shader::compile; 143}
92 144
93 p.vsh->start ();
94 145
95 temp_4f wpos; 146void mat_timed::enable (view &ctx)
96 147{
97 wpos = model_view_projection_matrix * vin.vertex; 148 material::enable (ctx);
98 149
99 //wpos = wpos / abs (w (wpos)); 150 time->set (timer::now - (int)timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152}
100 153
101 vout.position = wpos; 154void mat_timed::disable (view &ctx)
102 vout.tex_coord[0] = vin.tex_coord[0]; 155{
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 156 material::disable (ctx);
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 157}
105 158
106 p.vsh->end (); 159void mat_timed::vsh (view &ctx)
107 p.vsh->compile (); 160{
161 using namespace shader::compile;
162 std_vsh ();
108 163
109 p.fsh->start (); 164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166}
110 167
168void mat_timed::fsh (view &ctx)
169{
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
111 temp_1f fac; 174 temp_1f fac;
112 175
113 temp_2f disp; 176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
114 177
115 temp_1f dx, dy; 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}
116 184
117 temp_1f bumpnormal; 185void mat_gouraud_shaded::enable (view &ctx)
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0])); 186{
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0])); 187 material::enable (ctx);
120 188
121 disp = shader::compile::vec2 (dx, dy) * 0.1; 189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190}
122 191
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])); 192void mat_gouraud_shaded::disable (view &ctx)
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 193{
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 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));
126 //fac = pow (max (fac, 0.0), 8); 257 fac = max (pow (max (fac, 0.0), 6), 0.3);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); 258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
128 259 * ctx.pass->l->sh_colour;
129 p.fsh->end (); 260 //xyz (fout.frag_color) = lc * fac;
130 p.fsh->compile (); 261 }
131 p.link ();
132} 262}
133 263
134void test_material::enable (view &ctx) 264void test_material::enable (view &ctx)
135{ 265{
136 p.enable (); 266 material::enable (ctx);
137 lightpos->set (vec3 (0, 0, 0));
138 texvar->enable (); 267 texvar->enable ();
139 normvar->enable (); 268 normvar->enable ();
140} 269}
141 270
142void test_material::disable (view &ctx) 271void test_material::disable (view &ctx)
143{ 272{
144 normvar->disable (); 273 normvar->disable ();
145 texvar->disable (); 274 texvar->disable ();
146 p.disable (); 275 material::disable (ctx);
147} 276}
148 277
278test_material *testmat;
279mat_gouraud_shaded *testmat2;
280mat_timed *testmat3;
281

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