#include #include #include #include "opengl.h" #include "material.h" #include "view.h" #include "util.h" material::~material () { } void simple_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); } void simple_material::disable (view &ctx) { } 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; } test_material::test_material () : tex ("textures/osama.jpg"), texvar (tex.name) { using namespace shader::compile; p.vsh->start (); temp_4f wpos; wpos = model_view_projection_matrix * vin.vertex; vout.position = wpos; vout.tex_coord[0] = vin.tex_coord[0]; vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; p.vsh->end (); p.vsh->compile (); p.fsh->start (); temp_1f fac; fac = max (dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])), 0.0); fac = pow (fac, 0.5); xyz (fout.frag_color) = texture_2d (texvar, fin.tex_coord[0]) * max (fac, 0.4); p.fsh->end (); p.fsh->compile (); p.link (); } void test_material::enable (view &ctx) { p.enable (); lightpos->set (vec3 (0, 0, 0)); texvar->enable (); } void test_material::disable (view &ctx) { texvar->disable (); p.disable (); }