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/cvs/libgender/material.C
Revision: 1.50
Committed: Sun Nov 7 22:40:58 2004 UTC (19 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +6 -2 lines
Log Message:
*** empty log message ***

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_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) = (ifelse (
98 lz < 0,
99 lz,
100 log (lz) * (2 / log (1e10))
101 ) - 1) * w (vout.position);
102 }
103
104 vsh_src = shader::shader_builder::stop ();
105
106 shader::shader_builder::start ();
107
108 if (ctx.pass->l)
109 {
110 ctx.pass->l->fsh ();
111
112 fsh (ctx);
113 }
114 else
115 shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.);
116
117 fsh_src = shader::shader_builder::stop ();
118
119 shader::program_object po = shader::get_program (vsh_src, fsh_src);
120 matmap.insert (pass_data::matmap_t::value_type (this, po));
121
122 po->enable ();
123 }
124 else
125 i->second->enable ();
126
127 if (ctx.pass->l)
128 ctx.pass->l->enable ();
129 }
130
131 void material::disable (view &ctx)
132 {
133 }
134
135 test_material::test_material ()
136 //: tex ("textures/osama.jpg"), texvar (tex.name)
137 : tex ("textures/rockwall.jpg"), texvar (tex.name)
138 , norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
139 {
140 }
141
142 static shader::varying_3f normal;
143 static shader::varying_2f texcoord;
144
145 void test_material::vsh (view &ctx)
146 {
147 using namespace shader::compile;
148
149 std_vsh ();
150
151 if (ctx.pass->l)
152 {
153 texcoord = xy (vin.tex_coord[0]);
154 normal = normal_matrix * vin.normal;
155 }
156 }
157
158 void test_material::fsh (view &ctx)
159 {
160 using namespace shader::compile;
161
162 if (ctx.pass->l)
163 {
164 temp_3f lc;
165 temp_1f fac;
166
167 temp_3f rot1, rot2, rot3;
168
169 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
170
171 //rot1 = normal_matrix * rot1;
172
173 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
174 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
175
176 normal = mat3 (rot1, rot2, rot3) * normal;
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179 fac = max (pow (max (fac, 0.0), 6), 0.3);
180 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
181 * ctx.pass->l->sh_colour;
182 //xyz (fout.frag_color) = lc * fac;
183 }
184 }
185
186 void test_material::enable (view &ctx)
187 {
188 material::enable (ctx);
189 texvar->enable ();
190 normvar->enable ();
191 }
192
193 void test_material::disable (view &ctx)
194 {
195 normvar->disable ();
196 texvar->disable ();
197 material::disable (ctx);
198 }
199
200 test_material *testmat;
201