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Comparing libgender/material.C (file contents):
Revision 1.7 by root, Mon Oct 18 14:55:16 2004 UTC vs.
Revision 1.51 by root, Fri Nov 26 03:48:40 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"
4material::~material () 9#include "util.h"
5{
6}
7
8void
9simple_material::begin ()
10{
11 glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse);
12 glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular);
13 glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission);
14 glMaterialf (GL_FRONT, GL_SHININESS, shininess);
15}
16
17void
18simple_material::end ()
19{
20}
21
22void
23osama_material::begin ()
24{
25 cgGLEnableProfile (vsh_profile);
26 cgGLEnableProfile (fsh_profile);
27 cgGLEnableTextureParameter (g_Texture);
28}
29
30void
31osama_material::end ()
32{
33 cgGLDisableTextureParameter (g_Texture);
34 // cgGLUnbindProgram (vsh_profile);
35 // cgGLUnbindProgram (fsh_profile);
36 cgGLDisableProfile (vsh_profile);
37 cgGLDisableProfile (fsh_profile);
38}
39 10
40GLuint 11GLuint
41texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) 12texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
42{ 13{
43 GLuint textur; 14 GLuint name;
44 int w, h;
45 SDL_Surface *image; 15 SDL_Surface *image;
46 SDL_Rect area; 16 SDL_Rect area;
47 Uint32 saved_flags; 17 Uint32 saved_flags;
48 Uint8 saved_alpha; 18 Uint8 saved_alpha;
49 19
50 /* Use the surface width and height expanded to powers of 2 */ 20 /* Use the surface width and height expanded to powers of 2 */
51 //w = power_of_two (surface->w);
52 //h = power_of_two (surface->h);
53 w = power_of_two (surface->w);
54 h = power_of_two (surface->h);
55 tex2oord[0] = 0.0f; /* Min X */ 21 tex2oord[0] = 0.F; /* Min X */
56 tex2oord[1] = 0.0f; /* Min Y */ 22 tex2oord[1] = 0.F; /* Min Y */
57 tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ 23 tex2oord[2] = 1.F; /* Max X */
58 tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ 24 tex2oord[3] = 1.F; /* Max Y */
59 25
60 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, 26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
61#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 27#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
62 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
63#else 29#else
64 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF 30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
65#endif 31#endif
84 /* Restore the alpha blending attributes */ 50 /* Restore the alpha blending attributes */
85 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
86 SDL_SetAlpha (surface, saved_flags, saved_alpha); 52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
87 53
88 /* Create an OpenGL texture for the image */ 54 /* Create an OpenGL texture for the image */
89 glGenTextures (1, &textur); 55 glGenTextures (1, &name);
90 glBindTexture (GL_TEXTURE_2D, textur); 56 glBindTexture (GL_TEXTURE_2D, name);
91 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
92 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);
93 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS 59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
94 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D,
95 0, 61 0,
96 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);
97 SDL_FreeSurface (image); /* No longer needed */ 63 SDL_FreeSurface (image); /* No longer needed */
98 64
99 return textur; 65 return name;
100} 66}
101 67
102CGcontext cgc; 68material::~material ()
103
104void
105init_shaders ()
106{ 69{
107 cgc = cgCreateContext ();
108} 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 z (vout.position) = clamp (
98 ifelse (lz <= 0,
99 lz,
100 log (lz + 1) * (2 / log (1e10))
101 ) - 1,
102 -1.F, +1.F
103 ) * w (vout.position);
104 }
105
106 vsh_src = shader::shader_builder::stop ();
107
108 shader::shader_builder::start ();
109
110 if (ctx.pass->l)
111 {
112 ctx.pass->l->fsh ();
113
114 fsh (ctx);
115 }
116 else
117 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
118
119 fsh_src = shader::shader_builder::stop ();
120
121 shader::program_object po = shader::get_program (vsh_src, fsh_src);
122 matmap.insert (pass_data::matmap_t::value_type (this, po));
123
124 po->enable ();
125 }
126 else
127 i->second->enable ();
128
129 if (ctx.pass->l)
130 ctx.pass->l->enable ();
131}
132
133void material::disable (view &ctx)
134{
135}
136
137test_material::test_material ()
138//: tex ("textures/osama.jpg"), texvar (tex.name)
139: tex ("textures/rockwall.jpg"), texvar (tex.name)
140, norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
141{
142}
143
144static shader::varying_3f normal;
145static shader::varying_2f texcoord;
146
147void test_material::vsh (view &ctx)
148{
149 using namespace shader::compile;
150
151 std_vsh ();
152
153 if (ctx.pass->l)
154 {
155 texcoord = xy (vin.tex_coord[0]);
156 normal = normal_matrix * vin.normal;
157 }
158}
159
160void test_material::fsh (view &ctx)
161{
162 using namespace shader::compile;
163
164 if (ctx.pass->l)
165 {
166 temp_3f lc;
167 temp_1f fac;
168
169 temp_3f rot1, rot2, rot3;
170
171 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
172
173 //rot1 = normal_matrix * rot1;
174
175 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
176 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
177
178 normal = mat3 (rot1, rot2, rot3) * normal;
179
180 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
181 fac = max (pow (max (fac, 0.0), 6), 0.3);
182 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
183 * ctx.pass->l->sh_colour;
184 //xyz (fout.frag_color) = lc * fac;
185 }
186}
187
188void test_material::enable (view &ctx)
189{
190 material::enable (ctx);
191 texvar->enable ();
192 normvar->enable ();
193}
194
195void test_material::disable (view &ctx)
196{
197 normvar->disable ();
198 texvar->disable ();
199 material::disable (ctx);
200}
201
202test_material *testmat;
203

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