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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 1.66 by root, Wed Jan 25 22:48:02 2006 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, int flags)
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, flags & DISABLE_MIPMAP ? GL_LINEAR : 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, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE);
94 glTexImage2D (GL_TEXTURE_2D, 60 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
95 0, 61
96 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); 62 if (flags & CLAMP)
63 {
64 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
65 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
66 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
67 }
68
97 SDL_FreeSurface (image); /* No longer needed */ 69 SDL_FreeSurface (image); /* No longer needed */
98 70
99 return textur; 71 return name;
100} 72}
101 73
102CGcontext cgc; 74material::~material ()
103
104void
105init_shaders ()
106{ 75{
107 cgc = cgCreateContext ();
108} 76}
77
78void material::enable (view &ctx)
79{
80 pass_data::matmap_t &matmap = ctx.pass->matmap;
81
82 pass_data::matmap_t::iterator i = matmap.find (this);
83
84 if (i == matmap.end ())
85 {
86 string vsh_src, fsh_src;
87
88 shader::shader_builder::start ();
89
90 if (ctx.pass->l)
91 ctx.pass->l->vsh ();
92
93 vsh (ctx);
94
95 // compute logarithmic depth - see the frustum matrix in view.C
96 {
97 using namespace shader::compile;
98
99 temp_1f lz;
100
101 // TODO: negative z is not calculated in an a very acceptable way
102 lz = z (vout.position);
103 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
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::vec4 (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
138test_material::test_material ()
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)
142{
143}
144
145skybox_material::skybox_material ()
146: tex (0)
147{
148}
149
150void skybox_material::enable (view &ctx)
151{
152 material::enable (ctx);
153}
154
155void skybox_material::disable (view &ctx)
156{
157 material::disable (ctx);
158}
159
160static shader::varying_2f skybox_texcoord;
161
162void skybox_material::vsh (view &ctx)
163{
164 using namespace shader::compile;
165
166 std_vsh ();
167 skybox_texcoord = xy (vin.tex_coord[0]);
168}
169
170void skybox_material::fsh (view &ctx)
171{
172 using namespace shader::compile;
173
174 xyz (fout.frag_color) = texture_2d (tex, skybox_texcoord);
175}
176
177void mat_timed::enable (view &ctx)
178{
179 material::enable (ctx);
180
181 time->set (timer::now);
182 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
183}
184
185void mat_timed::disable (view &ctx)
186{
187 material::disable (ctx);
188}
189
190void mat_timed::vsh (view &ctx)
191{
192 using namespace shader::compile;
193 std_vsh ();
194
195 if (ctx.pass->l)
196 f_normal = normal_matrix * vin.normal;
197}
198
199void mat_timed::fsh (view &ctx)
200{
201 using namespace shader::compile;
202
203 if (ctx.pass->l)
204 {
205 temp_1f fac;
206 temp_3f normal;
207
208 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
209
210 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
211
212 xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
213 }
214}
215
216void mat_gouraud_shaded::enable (view &ctx)
217{
218 material::enable (ctx);
219
220 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
221}
222
223void mat_gouraud_shaded::disable (view &ctx)
224{
225 material::disable (ctx);
226}
227
228void mat_gouraud_shaded::vsh (view &ctx)
229{
230 using namespace shader::compile;
231 std_vsh ();
232
233 if (ctx.pass->l)
234 f_normal = normal_matrix * vin.normal;
235}
236
237void mat_gouraud_shaded::fsh (view &ctx)
238{
239 using namespace shader::compile;
240
241 if (ctx.pass->l)
242 {
243 temp_1f fac;
244
245 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
246
247 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
248 }
249}
250
251static shader::varying_3f f_normal;
252
253void mat_debug::enable (view &ctx)
254{
255 material::enable (ctx);
256
257 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
258 glEnable (GL_BLEND);
259 glDepthMask (1);
260}
261
262void mat_debug::disable (view &ctx)
263{
264 material::disable (ctx);
265
266 glDisable (GL_BLEND);
267 glDepthMask (0);
268}
269
270void mat_debug::vsh (view &ctx)
271{
272 using namespace shader::compile;
273 std_vsh ();
274
275 if (ctx.pass->l)
276 f_normal = normal_matrix * vin.normal;
277}
278
279void mat_debug::fsh (view &ctx)
280{
281 using namespace shader::compile;
282
283 if (ctx.pass->l)
284 {
285 temp_1f fac;
286
287 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
288
289 xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.);
290 w (fout.frag_color) = 0.1;
291 }
292}
293
294static shader::varying_2f texcoord;
295static shader::varying_3f normal;
296
297void test_material::vsh (view &ctx)
298{
299 using namespace shader::compile;
300
301 std_vsh ();
302
303 if (ctx.pass->l)
304 {
305 texcoord = xy (vin.tex_coord[0]);
306 normal = normal_matrix * vin.normal;
307 }
308}
309
310void test_material::fsh (view &ctx)
311{
312 using namespace shader::compile;
313
314 if (ctx.pass->l)
315 {
316 temp_3f lc;
317 temp_1f fac;
318
319 temp_3f rot1, rot2, rot3;
320
321 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
322
323 //rot1 = normal_matrix * rot1;
324
325 rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1));
326 rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1));
327
328 normal = mat3 (rot1, rot2, rot3) * normal;
329
330 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
331 fac = max (pow (max (fac, 0.0), 6), 0.3);
332 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
333 * ctx.pass->l->sh_colour;
334 //xyz (fout.frag_color) = lc * fac;
335 }
336}
337
338void test_material::enable (view &ctx)
339{
340 material::enable (ctx);
341 texvar->enable ();
342 normvar->enable ();
343}
344
345void test_material::disable (view &ctx)
346{
347 normvar->disable ();
348 texvar->disable ();
349 material::disable (ctx);
350}
351
352test_material *testmat;
353mat_gouraud_shaded *testmat2;
354mat_timed *testmat3;
355mat_debug *debugmat;
356

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