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/cvs/libgender/material.C
Revision: 1.67
Committed: Wed Jan 25 22:52:26 2006 UTC (18 years, 4 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

# User Rev Content
1 root 1.8 #include <cstdlib>
2     #include <cstring>
3    
4 root 1.9 #include <algorithm>
5    
6 root 1.13 #include "opengl.h"
7     #include "material.h"
8 root 1.18 #include "view.h"
9 root 1.13 #include "util.h"
10    
11 root 1.6 GLuint
12 root 1.65 texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord, int flags)
13 root 1.3 {
14 root 1.15 GLuint name;
15 root 1.3 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 root 1.19 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 root 1.3
26 root 1.19 image = SDL_CreateRGBSurface (SDL_SWSURFACE, surface->w, surface->h, 32,
27 root 1.3 #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 root 1.6
34 root 1.3 if (image == NULL)
35 root 1.6 return 0;
36 root 1.3
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 root 1.6 SDL_SetAlpha (surface, 0, 0);
42 root 1.3
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 root 1.6 SDL_SetAlpha (surface, saved_flags, saved_alpha);
53 root 1.3
54     /* Create an OpenGL texture for the image */
55 root 1.15 glGenTextures (1, &name);
56     glBindTexture (GL_TEXTURE_2D, name);
57 root 1.6 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
58 root 1.65 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 root 1.3 SDL_FreeSurface (image); /* No longer needed */
70    
71 root 1.15 return name;
72     }
73    
74 root 1.39 material::~material ()
75     {
76     }
77    
78 root 1.32 void material::enable (view &ctx)
79     {
80 root 1.48 pass_data::matmap_t &matmap = ctx.pass->matmap;
81 root 1.32
82 root 1.48 pass_data::matmap_t::iterator i = matmap.find (this);
83 root 1.32
84     if (i == matmap.end ())
85     {
86 root 1.39 string vsh_src, fsh_src;
87 root 1.32
88     shader::shader_builder::start ();
89    
90 root 1.48 if (ctx.pass->l)
91     ctx.pass->l->vsh ();
92 root 1.32
93 root 1.40 vsh (ctx);
94    
95 root 1.45 // compute logarithmic depth - see the frustum matrix in view.C
96 root 1.38 {
97     using namespace shader::compile;
98    
99 root 1.46 temp_1f lz;
100    
101 root 1.64 // TODO: negative z is not calculated in an a very acceptable way
102 root 1.46 lz = z (vout.position);
103 root 1.64 lz = sign (lz) * (log (abs (lz) + exp (1e0)) - 1e0) / log (1e30);
104 root 1.52 z (vout.position) = lz * w (vout.position);
105 root 1.38 }
106    
107 root 1.39 vsh_src = shader::shader_builder::stop ();
108 root 1.32
109 root 1.40 shader::shader_builder::start ();
110    
111 root 1.48 if (ctx.pass->l)
112 root 1.39 {
113 root 1.48 ctx.pass->l->fsh ();
114 root 1.39 fsh (ctx);
115 root 1.40 }
116     else
117 root 1.52 // many drivers need both vertex and fragment shader, 'caboom!' otherwise
118 root 1.66 shader::compile::fout.frag_color = shader::compile::vec4 (0., 0., 0., 0.);
119 root 1.32
120 root 1.40 fsh_src = shader::shader_builder::stop ();
121 root 1.32
122 root 1.39 shader::program_object po = shader::get_program (vsh_src, fsh_src);
123 root 1.48 matmap.insert (pass_data::matmap_t::value_type (this, po));
124 root 1.32
125 root 1.39 po->enable ();
126 root 1.32 }
127     else
128 root 1.39 i->second->enable ();
129 root 1.45
130 root 1.48 if (ctx.pass->l)
131 root 1.57 ctx.pass->l->enable (ctx);
132 root 1.32 }
133    
134     void material::disable (view &ctx)
135     {
136     }
137    
138 root 1.15 test_material::test_material ()
139 root 1.23 //: tex ("textures/osama.jpg"), texvar (tex.name)
140 root 1.24 : tex ("textures/rockwall.jpg"), texvar (tex.name)
141 root 1.35 , norm ("textures/rockwall_normal.jpg"), normvar (norm.name)
142 root 1.15 {
143 root 1.32 }
144    
145 root 1.65 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 root 1.67 xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord));
175 root 1.65 }
176    
177 root 1.59 void mat_timed::enable (view &ctx)
178     {
179     material::enable (ctx);
180    
181 root 1.61 time->set (timer::now);
182 root 1.59 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 root 1.61 temp_3f normal;
207    
208 root 1.62 normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3);
209 root 1.59
210 root 1.61 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
211 root 1.59
212 root 1.66 xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac;
213 root 1.59 }
214     }
215    
216 root 1.58 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 root 1.32
228 root 1.58 void mat_gouraud_shaded::vsh (view &ctx)
229 root 1.56 {
230     using namespace shader::compile;
231     std_vsh ();
232    
233     if (ctx.pass->l)
234 root 1.58 f_normal = normal_matrix * vin.normal;
235 root 1.56 }
236    
237 root 1.58 void mat_gouraud_shaded::fsh (view &ctx)
238 root 1.56 {
239     using namespace shader::compile;
240    
241     if (ctx.pass->l)
242     {
243     temp_1f fac;
244 root 1.58
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 root 1.56 }
249     }
250    
251 root 1.63 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 root 1.66 xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.);
290 root 1.63 w (fout.frag_color) = 0.1;
291     }
292     }
293    
294 root 1.58 static shader::varying_2f texcoord;
295     static shader::varying_3f normal;
296    
297 root 1.32 void test_material::vsh (view &ctx)
298     {
299 root 1.20 using namespace shader::compile;
300 root 1.15
301 root 1.32 std_vsh ();
302 root 1.15
303 root 1.48 if (ctx.pass->l)
304 root 1.32 {
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 root 1.15
314 root 1.48 if (ctx.pass->l)
315 root 1.32 {
316     temp_3f lc;
317     temp_1f fac;
318    
319 root 1.35 temp_3f rot1, rot2, rot3;
320    
321 root 1.67 yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F);
322 root 1.37
323     //rot1 = normal_matrix * rot1;
324    
325 root 1.66 rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1));
326     rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1));
327 root 1.35
328     normal = mat3 (rot1, rot2, rot3) * normal;
329    
330 root 1.48 fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec));
331 root 1.37 fac = max (pow (max (fac, 0.0), 6), 0.3);
332 root 1.67 xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F)
333     * fac
334 root 1.48 * ctx.pass->l->sh_colour;
335 root 1.37 //xyz (fout.frag_color) = lc * fac;
336 root 1.32 }
337 root 1.3 }
338    
339 root 1.18 void test_material::enable (view &ctx)
340 root 1.15 {
341 root 1.32 material::enable (ctx);
342 root 1.15 texvar->enable ();
343 root 1.23 normvar->enable ();
344 root 1.15 }
345 root 1.3
346 root 1.18 void test_material::disable (view &ctx)
347 root 1.6 {
348 root 1.23 normvar->disable ();
349 root 1.15 texvar->disable ();
350 root 1.32 material::disable (ctx);
351 root 1.3 }
352 root 1.8
353 root 1.34 test_material *testmat;
354 root 1.58 mat_gouraud_shaded *testmat2;
355 root 1.59 mat_timed *testmat3;
356 root 1.63 mat_debug *debugmat;
357 root 1.34