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#ifndef MATERIAL_H |
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#define MATERIAL_H |
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#include <vector> |
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#include <string> |
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#include <sstream> |
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using namespace std; |
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#include "util.h" |
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#include "shader.h" |
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inline void std_vsh (const shader::gluvar &vertex = shader::compile::vin.vertex) |
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{ |
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using namespace shader::compile; |
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vout.position = model_view_projection_matrix * vertex; |
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} |
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struct material |
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{ |
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// the vertex shader fragment. it should check ctx.pass_data->light and |
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// only generate varying data when light is non-null. it should also use |
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// std_vsh () whenever possible. |
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virtual void vsh (view &ctx) = 0; |
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// the fragment shader fragment :). it should check ctx.pass_data->light |
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// and, if null, best do nothing. if non-null, it should call |
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// light->value to get the per-pixel light colour and apply it to the |
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// surface as neccessary. |
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virtual void fsh (view &ctx) = 0; |
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virtual void enable (view &ctx); |
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virtual void disable (view &ctx); |
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virtual ~material (); |
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}; |
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struct texture_execption |
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{ |
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texture_execption (string s) : msg(s) { } |
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string msg; |
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}; |
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struct texture |
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{ |
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SDL_Surface *image; |
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GLuint name; |
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GLfloat texcoord[4]; |
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GLuint load_texture (SDL_Surface *surface, GLfloat *texcoord); |
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texture (const char *f) |
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{ |
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image = IMG_Load (f); |
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if (!image) |
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throw (texture_execption ("Couldn't load " + (string) f + ": " + (string) IMG_GetError ())); |
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name = load_texture (image, (GLfloat*)&texcoord); |
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if (name == 0) |
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throw (texture_execption ("Couldn't make GL Texture, failed to create new RGB SWSurface")); |
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} |
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}; |
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struct test_material : material |
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{ |
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texture tex, norm; |
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shader::sampler_2d texvar, normvar; |
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void vsh (view &ctx); |
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void fsh (view &ctx); |
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void enable (view &ctx); |
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void disable (view &ctx); |
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test_material (); |
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}; |
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extern test_material testmat; |
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#endif |
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