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/cvs/libgender/material.C
Revision: 1.60
Committed: Fri Feb 11 14:54:55 2005 UTC (19 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +2 -2 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, 0,
61 GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
62 SDL_FreeSurface (image); /* No longer needed */
63
64 return name;
65 }
66
67 material::~material ()
68 {
69 }
70
71 void material::enable (view &ctx)
72 {
73 pass_data::matmap_t &matmap = ctx.pass->matmap;
74
75 pass_data::matmap_t::iterator i = matmap.find (this);
76
77 if (i == matmap.end ())
78 {
79 string vsh_src, fsh_src;
80
81 shader::shader_builder::start ();
82
83 if (ctx.pass->l)
84 ctx.pass->l->vsh ();
85
86 vsh (ctx);
87
88 // compute logarithmic depth - see the frustum matrix in view.C
89 {
90 using namespace shader::compile;
91
92 temp_1f lz;
93
94 // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?)
95 lz = z (vout.position);
96 #if 0
97 lz = (log (max (lz, 0) + 1) / log (1e30)) - 1;
98 #else
99 lz = ifelse (lz <= 0,
100 0,
101 log (lz + 1) / log (1e30)
102 ) - 1;
103 #endif
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::float4 (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
134 void material::disable (view &ctx)
135 {
136 }
137
138 test_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
145
146 void mat_timed::enable (view &ctx)
147 {
148 material::enable (ctx);
149
150 time->set (timer::now - (int)timer::now);
151 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
152 }
153
154 void mat_timed::disable (view &ctx)
155 {
156 material::disable (ctx);
157 }
158
159 void mat_timed::vsh (view &ctx)
160 {
161 using namespace shader::compile;
162 std_vsh ();
163
164 if (ctx.pass->l)
165 f_normal = normal_matrix * vin.normal;
166 }
167
168 void mat_timed::fsh (view &ctx)
169 {
170 using namespace shader::compile;
171
172 if (ctx.pass->l)
173 {
174 temp_1f fac;
175
176 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
177
178 //fac = (fac / 100) * (mod (time, 100)) ;
179 fac = time;
180
181 xyz (fout.frag_color) = sin (time * 3.14159265*2);//ctx.pass->l->sh_colour * sh_colour * fac;
182 }
183 }
184
185 void mat_gouraud_shaded::enable (view &ctx)
186 {
187 material::enable (ctx);
188
189 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
190 }
191
192 void mat_gouraud_shaded::disable (view &ctx)
193 {
194 material::disable (ctx);
195 }
196
197 void mat_gouraud_shaded::vsh (view &ctx)
198 {
199 using namespace shader::compile;
200 std_vsh ();
201
202 if (ctx.pass->l)
203 f_normal = normal_matrix * vin.normal;
204 }
205
206 void mat_gouraud_shaded::fsh (view &ctx)
207 {
208 using namespace shader::compile;
209
210 if (ctx.pass->l)
211 {
212 temp_1f fac;
213
214 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
215
216 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
217 }
218 }
219
220 static shader::varying_2f texcoord;
221 static shader::varying_3f normal;
222
223 void test_material::vsh (view &ctx)
224 {
225 using namespace shader::compile;
226
227 std_vsh ();
228
229 if (ctx.pass->l)
230 {
231 texcoord = xy (vin.tex_coord[0]);
232 normal = normal_matrix * vin.normal;
233 }
234 }
235
236 void test_material::fsh (view &ctx)
237 {
238 using namespace shader::compile;
239
240 if (ctx.pass->l)
241 {
242 temp_3f lc;
243 temp_1f fac;
244
245 temp_3f rot1, rot2, rot3;
246
247 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
248
249 //rot1 = normal_matrix * rot1;
250
251 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
252 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
253
254 normal = mat3 (rot1, rot2, rot3) * normal;
255
256 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
257 fac = max (pow (max (fac, 0.0), 6), 0.3);
258 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
259 * ctx.pass->l->sh_colour;
260 //xyz (fout.frag_color) = lc * fac;
261 }
262 }
263
264 void test_material::enable (view &ctx)
265 {
266 material::enable (ctx);
267 texvar->enable ();
268 normvar->enable ();
269 }
270
271 void test_material::disable (view &ctx)
272 {
273 normvar->disable ();
274 texvar->disable ();
275 material::disable (ctx);
276 }
277
278 test_material *testmat;
279 mat_gouraud_shaded *testmat2;
280 mat_timed *testmat3;
281