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/cvs/libgender/material.C
Revision: 1.67
Committed: Wed Jan 25 22:52:26 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.66: +4 -3 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, int flags)
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, flags & DISABLE_MIPMAP ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
59 glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, flags & DISABLE_MIPMAP ? GL_FALSE : GL_TRUE);
60 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
61
62 if (flags & CLAMP)
63 {
64 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
65 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
66 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
67 }
68
69 SDL_FreeSurface (image); /* No longer needed */
70
71 return name;
72 }
73
74 material::~material ()
75 {
76 }
77
78 void material::enable (view &ctx)
79 {
80 pass_data::matmap_t &matmap = ctx.pass->matmap;
81
82 pass_data::matmap_t::iterator i = matmap.find (this);
83
84 if (i == matmap.end ())
85 {
86 string vsh_src, fsh_src;
87
88 shader::shader_builder::start ();
89
90 if (ctx.pass->l)
91 ctx.pass->l->vsh ();
92
93 vsh (ctx);
94
95 // compute logarithmic depth - see the frustum matrix in view.C
96 {
97 using namespace shader::compile;
98
99 temp_1f lz;
100
101 // TODO: negative z is not calculated in an a very acceptable way
102 lz = z (vout.position);
103 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
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::vec4 (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 skybox_material::skybox_material ()
146 : tex (0)
147 {
148 }
149
150 void skybox_material::enable (view &ctx)
151 {
152 material::enable (ctx);
153 }
154
155 void skybox_material::disable (view &ctx)
156 {
157 material::disable (ctx);
158 }
159
160 static shader::varying_2f skybox_texcoord;
161
162 void skybox_material::vsh (view &ctx)
163 {
164 using namespace shader::compile;
165
166 std_vsh ();
167 skybox_texcoord = xy (vin.tex_coord[0]);
168 }
169
170 void skybox_material::fsh (view &ctx)
171 {
172 using namespace shader::compile;
173
174 xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord));
175 }
176
177 void mat_timed::enable (view &ctx)
178 {
179 material::enable (ctx);
180
181 time->set (timer::now);
182 sh_colour->set (vec3 (255, 0, 0) * (1.F / 255.F));
183 }
184
185 void mat_timed::disable (view &ctx)
186 {
187 material::disable (ctx);
188 }
189
190 void mat_timed::vsh (view &ctx)
191 {
192 using namespace shader::compile;
193 std_vsh ();
194
195 if (ctx.pass->l)
196 f_normal = normal_matrix * vin.normal;
197 }
198
199 void mat_timed::fsh (view &ctx)
200 {
201 using namespace shader::compile;
202
203 if (ctx.pass->l)
204 {
205 temp_1f fac;
206 temp_3f normal;
207
208 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
209
210 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
211
212 xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
213 }
214 }
215
216 void mat_gouraud_shaded::enable (view &ctx)
217 {
218 material::enable (ctx);
219
220 sh_colour->set (vec3 (c.r, c.g, c.b) * (1.F / 255.F));
221 }
222
223 void mat_gouraud_shaded::disable (view &ctx)
224 {
225 material::disable (ctx);
226 }
227
228 void mat_gouraud_shaded::vsh (view &ctx)
229 {
230 using namespace shader::compile;
231 std_vsh ();
232
233 if (ctx.pass->l)
234 f_normal = normal_matrix * vin.normal;
235 }
236
237 void mat_gouraud_shaded::fsh (view &ctx)
238 {
239 using namespace shader::compile;
240
241 if (ctx.pass->l)
242 {
243 temp_1f fac;
244
245 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
246
247 xyz (fout.frag_color) = ctx.pass->l->sh_colour * sh_colour * fac;
248 }
249 }
250
251 static shader::varying_3f f_normal;
252
253 void mat_debug::enable (view &ctx)
254 {
255 material::enable (ctx);
256
257 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
258 glEnable (GL_BLEND);
259 glDepthMask (1);
260 }
261
262 void mat_debug::disable (view &ctx)
263 {
264 material::disable (ctx);
265
266 glDisable (GL_BLEND);
267 glDepthMask (0);
268 }
269
270 void mat_debug::vsh (view &ctx)
271 {
272 using namespace shader::compile;
273 std_vsh ();
274
275 if (ctx.pass->l)
276 f_normal = normal_matrix * vin.normal;
277 }
278
279 void mat_debug::fsh (view &ctx)
280 {
281 using namespace shader::compile;
282
283 if (ctx.pass->l)
284 {
285 temp_1f fac;
286
287 fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec));
288
289 xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.);
290 w (fout.frag_color) = 0.1;
291 }
292 }
293
294 static shader::varying_2f texcoord;
295 static shader::varying_3f normal;
296
297 void test_material::vsh (view &ctx)
298 {
299 using namespace shader::compile;
300
301 std_vsh ();
302
303 if (ctx.pass->l)
304 {
305 texcoord = xy (vin.tex_coord[0]);
306 normal = normal_matrix * vin.normal;
307 }
308 }
309
310 void test_material::fsh (view &ctx)
311 {
312 using namespace shader::compile;
313
314 if (ctx.pass->l)
315 {
316 temp_3f lc;
317 temp_1f fac;
318
319 temp_3f rot1, rot2, rot3;
320
321 yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F);
322
323 //rot1 = normal_matrix * rot1;
324
325 rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1));
326 rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1));
327
328 normal = mat3 (rot1, rot2, rot3) * normal;
329
330 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
331 fac = max (pow (max (fac, 0.0), 6), 0.3);
332 xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F)
333 * fac
334 * ctx.pass->l->sh_colour;
335 //xyz (fout.frag_color) = lc * fac;
336 }
337 }
338
339 void test_material::enable (view &ctx)
340 {
341 material::enable (ctx);
342 texvar->enable ();
343 normvar->enable ();
344 }
345
346 void test_material::disable (view &ctx)
347 {
348 normvar->disable ();
349 texvar->disable ();
350 material::disable (ctx);
351 }
352
353 test_material *testmat;
354 mat_gouraud_shaded *testmat2;
355 mat_timed *testmat3;
356 mat_debug *debugmat;
357