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/cvs/libgender/material.C
Revision: 1.47
Committed: Sun Nov 7 03:01:03 2004 UTC (19 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +8 -0 lines
Log Message:
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File Contents

# Content
1 #include <cstdlib>
2 #include <cstring>
3
4 #include <algorithm>
5
6 #include "opengl.h"
7 #include "material.h"
8 #include "view.h"
9 #include "util.h"
10
11 GLuint
12 texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord)
13 {
14 GLuint name;
15 SDL_Surface *image;
16 SDL_Rect area;
17 Uint32 saved_flags;
18 Uint8 saved_alpha;
19
20 /* Use the surface width and height expanded to powers of 2 */
21 tex2oord[0] = 0.F; /* Min X */
22 tex2oord[1] = 0.F; /* Min Y */
23 tex2oord[2] = 1.F; /* Max X */
24 tex2oord[3] = 1.F; /* Max Y */
25
26 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
28 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
29 #else
30 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
31 #endif
32 );
33
34 if (image == NULL)
35 return 0;
36
37 /* Save the alpha blending attributes */
38 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
39 saved_alpha = surface->format->alpha;
40 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
41 SDL_SetAlpha (surface, 0, 0);
42
43 /* Copy the surface into the GL texture image */
44 area.x = 0;
45 area.y = 0;
46 area.w = surface->w;
47 area.h = surface->h;
48 SDL_BlitSurface (surface, &area, image, &area);
49
50 /* Restore the alpha blending attributes */
51 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
52 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53
54 /* Create an OpenGL texture for the image */
55 glGenTextures (1, &name);
56 glBindTexture (GL_TEXTURE_2D, name);
57 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D,
61 0,
62 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
63 SDL_FreeSurface (image); /* No longer needed */
64
65 return name;
66 }
67
68 material::~material ()
69 {
70 }
71
72 void material::enable (view &ctx)
73 {
74 pass::matmap_t &matmap = ctx.pass_data->matmap;
75
76 pass::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_data->l)
85 ctx.pass_data->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
96 lz = z (vout.position);
97 z (vout.position) = (log2 (lz) * (2 / log2 (1e10)) - 1) * w (vout.position);
98 #if 0
99 z (vout.position) =
100 ifelse (
101 z < 0,
102 -1,
103 log2 (lz) * (2 / log2 (1e10)) - 1
104 ) * w (vout.position);
105 #endif
106 }
107
108 vsh_src = shader::shader_builder::stop ();
109
110 shader::shader_builder::start ();
111
112 if (ctx.pass_data->l)
113 {
114 ctx.pass_data->l->fsh ();
115
116 fsh (ctx);
117 }
118 else
119 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
120
121 fsh_src = shader::shader_builder::stop ();
122
123 shader::program_object po = shader::get_program (vsh_src, fsh_src);
124 matmap.insert (pass::matmap_t::value_type (this, po));
125
126 po->enable ();
127 }
128 else
129 i->second->enable ();
130
131 if (ctx.pass_data->l)
132 ctx.pass_data->l->enable ();
133 }
134
135 void material::disable (view &ctx)
136 {
137 }
138
139 test_material::test_material ()
140 //: tex ("textures/osama.jpg"), texvar (tex.name)
141 : tex ("textures/rockwall.jpg"), texvar (tex.name)
142 , norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
143 {
144 }
145
146 static shader::varying_3f normal;
147 static shader::varying_2f texcoord;
148
149 void test_material::vsh (view &ctx)
150 {
151 using namespace shader::compile;
152
153 std_vsh ();
154
155 if (ctx.pass_data->l)
156 {
157 texcoord = xy (vin.tex_coord[0]);
158 normal = normal_matrix * vin.normal;
159 }
160 }
161
162 void test_material::fsh (view &ctx)
163 {
164 using namespace shader::compile;
165
166 if (ctx.pass_data->l)
167 {
168 temp_3f lc;
169 temp_1f fac;
170
171 temp_3f rot1, rot2, rot3;
172
173 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
174
175 //rot1 = normal_matrix * rot1;
176
177 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
178 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
179
180 normal = mat3 (rot1, rot2, rot3) * normal;
181
182 fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec));
183 fac = max (pow (max (fac, 0.0), 6), 0.3);
184 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
185 * ctx.pass_data->l->sh_colour;
186 //xyz (fout.frag_color) = lc * fac;
187 }
188 }
189
190 void test_material::enable (view &ctx)
191 {
192 material::enable (ctx);
193 texvar->enable ();
194 normvar->enable ();
195 }
196
197 void test_material::disable (view &ctx)
198 {
199 normvar->disable ();
200 texvar->disable ();
201 material::disable (ctx);
202 }
203
204 test_material *testmat;
205