#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) : tex ("textures/rockwall.jpg"), texvar (tex.name) , norm ("textures/rockwall_height.jpg"), normvar (norm.name) { using namespace shader::compile; p.vsh->start (); temp_4f wpos; varying_1f camdist; varying_3f lightvec; wpos = model_view_projection_matrix * vin.vertex; //wpos = wpos / abs (w (wpos)); vout.position = wpos; vout.tex_coord[0] = vin.tex_coord[0]; xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; lightvec = xyz (lightpos - model_view_matrix * vin.vertex); camdist = 1 - max (length (xyz (vout.tex_coord[2])) / 10000., 0); p.vsh->end (); p.vsh->compile (); p.fsh->start (); temp_1f fac; temp_2f disp; temp_1f dx, dy; temp_1f bumpnormal; temp_1f dist; fac = dot (normalize (xyz (fin.tex_coord[1])), normalize (lightvec)); //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); //fac = pow (max (fac, 0.0), 8); xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac * (0.4 + 1.F * camdist), 0); p.fsh->end (); p.fsh->compile (); p.link (); } void test_material::enable (view &ctx) { p.enable (); lightpos->set (vec3 (0, 0, 0)); texvar->enable (); normvar->enable (); } void test_material::disable (view &ctx) { normvar->disable (); texvar->disable (); p.disable (); }