ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/material.C
Revision: 1.63
Committed: Mon Jul 18 01:40:01 2005 UTC (18 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +44 -1 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, 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 void mat_timed::enable (view &ctx)
146 {
147 material::enable (ctx);
148
149 time->set (timer::now);
150 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
151 }
152
153 void mat_timed::disable (view &ctx)
154 {
155 material::disable (ctx);
156 }
157
158 void mat_timed::vsh (view &ctx)
159 {
160 using namespace shader::compile;
161 std_vsh ();
162
163 if (ctx.pass->l)
164 f_normal = normal_matrix * vin.normal;
165 }
166
167 void mat_timed::fsh (view &ctx)
168 {
169 using namespace shader::compile;
170
171 if (ctx.pass->l)
172 {
173 temp_1f fac;
174 temp_3f normal;
175
176 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
177
178 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
179
180 xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
181 }
182 }
183
184 void mat_gouraud_shaded::enable (view &ctx)
185 {
186 material::enable (ctx);
187
188 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
189 }
190
191 void mat_gouraud_shaded::disable (view &ctx)
192 {
193 material::disable (ctx);
194 }
195
196 void mat_gouraud_shaded::vsh (view &ctx)
197 {
198 using namespace shader::compile;
199 std_vsh ();
200
201 if (ctx.pass->l)
202 f_normal = normal_matrix * vin.normal;
203 }
204
205 void mat_gouraud_shaded::fsh (view &ctx)
206 {
207 using namespace shader::compile;
208
209 if (ctx.pass->l)
210 {
211 temp_1f fac;
212
213 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
214
215 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
216 }
217 }
218
219 static shader::varying_3f f_normal;
220
221 void mat_debug::enable (view &ctx)
222 {
223 material::enable (ctx);
224
225 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
226 glEnable (GL_BLEND);
227 glDepthMask (1);
228 }
229
230 void mat_debug::disable (view &ctx)
231 {
232 material::disable (ctx);
233
234 glDisable (GL_BLEND);
235 glDepthMask (0);
236 }
237
238 void mat_debug::vsh (view &ctx)
239 {
240 using namespace shader::compile;
241 std_vsh ();
242
243 if (ctx.pass->l)
244 f_normal = normal_matrix * vin.normal;
245 }
246
247 void mat_debug::fsh (view &ctx)
248 {
249 using namespace shader::compile;
250
251 if (ctx.pass->l)
252 {
253 temp_1f fac;
254
255 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
256
257 xyz (fout.frag_color) = float3 (1.,0.,0.);
258 w (fout.frag_color) = 0.1;
259 }
260 }
261
262 static shader::varying_2f texcoord;
263 static shader::varying_3f normal;
264
265 void test_material::vsh (view &ctx)
266 {
267 using namespace shader::compile;
268
269 std_vsh ();
270
271 if (ctx.pass->l)
272 {
273 texcoord = xy (vin.tex_coord[0]);
274 normal = normal_matrix * vin.normal;
275 }
276 }
277
278 void test_material::fsh (view &ctx)
279 {
280 using namespace shader::compile;
281
282 if (ctx.pass->l)
283 {
284 temp_3f lc;
285 temp_1f fac;
286
287 temp_3f rot1, rot2, rot3;
288
289 yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F);
290
291 //rot1 = normal_matrix * rot1;
292
293 rot2 = float3 (x(rot1), z(rot1), -y(rot1));
294 rot3 = float3 (y(rot1), -x(rot1), z(rot1));
295
296 normal = mat3 (rot1, rot2, rot3) * normal;
297
298 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
299 fac = max (pow (max (fac, 0.0), 6), 0.3);
300 xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac
301 * ctx.pass->l->sh_colour;
302 //xyz (fout.frag_color) = lc * fac;
303 }
304 }
305
306 void test_material::enable (view &ctx)
307 {
308 material::enable (ctx);
309 texvar->enable ();
310 normvar->enable ();
311 }
312
313 void test_material::disable (view &ctx)
314 {
315 normvar->disable ();
316 texvar->disable ();
317 material::disable (ctx);
318 }
319
320 test_material *testmat;
321 mat_gouraud_shaded *testmat2;
322 mat_timed *testmat3;
323 mat_debug *debugmat;
324