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#include "opengl.h" |
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#include "material.h" |
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|
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#include <cstdlib> |
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#include <cstring> |
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|
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namespace shader { |
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|
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static CGcontext cg_context = cgCreateContext (); |
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|
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int var_i::next_name = 0; |
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|
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var_i::var_i (CGtype cgtype) |
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{ |
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name = ++next_name; |
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param = cgCreateParameter (cg_context, cgtype); |
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} |
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|
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var_i::~var_i () |
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{ |
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cgDestroyParameter (param); |
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} |
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|
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void var_i::build (shader_builder &b) |
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{ |
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abort (); |
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} |
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|
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void var_i::build_decl (shader_builder &b) |
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{ |
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abort (); |
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} |
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|
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template<int dimension, GLenum gltype, CGtype cgtype> |
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varying_i<dimension, gltype, cgtype>::varying_i (const char *binding) |
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: var_i (cgtype) |
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{ |
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strcpy (this->binding, binding); |
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} |
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|
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varying_3f_i position_3f_i ("POSITION"); |
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varying_3f_i normal_3f_i ("NORMAL"); |
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varying_3f_i color0_3f_i ("COLOR0"); |
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varying_3f_i color1_3f_i ("COLOR1"); |
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varying_2f_i texcoord0_2f_i ("TEXCOORD0"); |
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varying_2f_i texcoord1_2f_i ("TEXCOORD1"); |
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varying_2f_i texcoord2_2f_i ("TEXCOORD2"); |
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varying_2f_i texcoord3_2f_i ("TEXCOORD3"); |
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varying_2f_i texcoord4_2f_i ("TEXCOORD4"); |
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varying_2f_i texcoord5_2f_i ("TEXCOORD5"); |
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varying_2f_i texcoord6_2f_i ("TEXCOORD6"); |
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varying_2f_i texcoord7_2f_i ("TEXCOORD7"); |
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varying_1f_i psize_1f_i ("PSIZE"); |
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varying_1f_i attr6_1f_i ("ATTR6"), attr7_1f_i ("ATTR7"); |
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varying_2f_i attr6_2f_i ("ATTR6"), attr7_2f_i ("ATTR7"); |
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varying_3f_i attr6_3f_i ("ATTR6"), attr7_3f_i ("ATTR7"); |
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} |
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|
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material::~material () |
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{ |
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} |
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|
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void |
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simple_material::begin () |
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{ |
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glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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} |
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|
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void |
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simple_material::end () |
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{ |
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} |
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|
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void |
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osama_material::begin () |
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{ |
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cgGLEnableProfile (vsh_profile); |
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cgGLEnableProfile (fsh_profile); |
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cgGLEnableTextureParameter (g_Texture); |
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} |
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|
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void |
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osama_material::end () |
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{ |
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cgGLDisableTextureParameter (g_Texture); |
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// cgGLUnbindProgram (vsh_profile); |
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// cgGLUnbindProgram (fsh_profile); |
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cgGLDisableProfile (vsh_profile); |
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cgGLDisableProfile (fsh_profile); |
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} |
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|
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GLuint |
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texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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{ |
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GLuint textur; |
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int w, h; |
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SDL_Surface *image; |
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SDL_Rect area; |
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Uint32 saved_flags; |
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Uint8 saved_alpha; |
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|
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/* Use the surface width and height expanded to powers of 2 */ |
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//w = power_of_two (surface->w); |
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//h = power_of_two (surface->h); |
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w = power_of_two (surface->w); |
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h = power_of_two (surface->h); |
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tex2oord[0] = 0.0f; /* Min X */ |
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tex2oord[1] = 0.0f; /* Min Y */ |
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tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
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tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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|
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image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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#else |
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0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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#endif |
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); |
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|
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if (image == NULL) |
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return 0; |
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|
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/* Save the alpha blending attributes */ |
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saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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saved_alpha = surface->format->alpha; |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, 0, 0); |
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|
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/* Copy the surface into the GL texture image */ |
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area.x = 0; |
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area.y = 0; |
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area.w = surface->w; |
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area.h = surface->h; |
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SDL_BlitSurface (surface, &area, image, &area); |
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|
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/* Restore the alpha blending attributes */ |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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|
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/* Create an OpenGL texture for the image */ |
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glGenTextures (1, &textur); |
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glBindTexture (GL_TEXTURE_2D, textur); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
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glTexImage2D (GL_TEXTURE_2D, |
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0, |
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GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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SDL_FreeSurface (image); /* No longer needed */ |
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|
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return textur; |
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} |
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|
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CGcontext cgc; |
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|
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void |
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init_shaders () |
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{ |
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cgc = cgCreateContext (); |
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} |
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