Harald JOHNSEN:
- shadanim.cxx, animation.hxx : new chrome (sphere mapping) shading ; disabled the loading of the fresnel VP until it is fixed ;
This commit is contained in:
@@ -623,6 +623,10 @@ public:
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SGPropertyNode_ptr _factor_prop;
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float _speed;
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SGPropertyNode_ptr _speed_prop;
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ssgTexture *_effectTexture;
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unsigned char *_textureData;
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GLint _texWidth, _texHeight;
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sgVec4 _envColor;
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};
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@@ -51,6 +51,13 @@
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<factor-prop>...</factor-prop>
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</animation>
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<animation>
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<type>shader</type>
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<shader>chrome</shader>
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<texture>...</texture>
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<object-name>...</object-name>
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</animation>
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<animation>
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<type>shader</type>
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<shader></shader>
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@@ -69,6 +76,8 @@ static bool haveBackground = false;
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static glActiveTextureProc glActiveTexturePtr = 0;
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static double totalTime = 0.0;
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static sgMat4 shadIdentMatrix;
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static int null_shader_callback( ssgEntity *e ) {
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GLuint dlist = 0;
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@@ -181,7 +190,7 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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// automatic generation of texture coordinates
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// map to screen space
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sgMat4 CameraProjM, CameraViewM, textureMatrix;
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sgMat4 CameraProjM, CameraViewM;
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GLint viewport[4];
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glGetIntegerv( GL_VIEWPORT, viewport );
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const int screen_width = viewport[2];
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@@ -200,15 +209,14 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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glTranslatef( deltaPos, deltaPos, deltaPos );
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glMatrixMode(GL_MODELVIEW);
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sgMakeIdentMat4( textureMatrix );
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glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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glTexGenfv( GL_S, GL_EYE_PLANE, textureMatrix[0] );
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glTexGenfv( GL_T, GL_EYE_PLANE, textureMatrix[1] );
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glTexGenfv( GL_R, GL_EYE_PLANE, textureMatrix[2] );
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glTexGenfv( GL_Q, GL_EYE_PLANE, textureMatrix[3] );
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glTexGenfv( GL_S, GL_EYE_PLANE, shadIdentMatrix[0] );
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glTexGenfv( GL_T, GL_EYE_PLANE, shadIdentMatrix[1] );
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glTexGenfv( GL_R, GL_EYE_PLANE, shadIdentMatrix[2] );
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glTexGenfv( GL_Q, GL_EYE_PLANE, shadIdentMatrix[3] );
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glEnable( GL_TEXTURE_GEN_S );
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glEnable( GL_TEXTURE_GEN_T );
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glEnable( GL_TEXTURE_GEN_R );
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@@ -227,7 +235,6 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE0_ARB);
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
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@@ -241,7 +248,6 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, fLight);
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glMatrixMode(GL_TEXTURE);
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glTranslatef( deltaPos*0.7f, deltaPos*1.7f, deltaPos*0.7f );
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@@ -350,9 +356,117 @@ static int fresnel_shader_callback( ssgEntity *e ) {
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return false;
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}
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static int chrome_shader_callback( ssgEntity *e ) {
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GLuint dlist = 0;
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ssgLeaf *leaf = (ssgLeaf *) e;
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#ifdef _SSG_USE_DLIST
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dlist = leaf->getDListIndex();
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if( ! dlist ) {
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leaf->makeDList();
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dlist = leaf->getDListIndex();
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}
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#endif
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if( ! dlist )
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return true;
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ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
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if ( sst )
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sst->apply();
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SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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if( ! my_shader->_depth_test )
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glDisable( GL_DEPTH_TEST );
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GLint maskTexComponent = 3;
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPONENTS, &maskTexComponent);
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// The fake env chrome texture
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glEnable(GL_TEXTURE_2D);
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{
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// No lighting is computed in spherical mapping mode because the environment
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// is supposed to be allready lighted. We must reshade our environment texture.
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sgVec4 sunColor, ambientColor, envColor;
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ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
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ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
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sgAddScaledVec3( envColor, ambientColor, sunColor, 0.4f);
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glBindTexture(GL_TEXTURE_2D, my_shader->_effectTexture->getHandle());
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sgVec3 delta_light;
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sgSubVec3(delta_light, envColor, my_shader->_envColor);
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if( (fabs(delta_light[0]) + fabs(delta_light[1]) + fabs(delta_light[2])) > 0.05f ) {
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sgCopyVec3( my_shader->_envColor, envColor );
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// reload the texture data and let the driver reshade it for us
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glPixelTransferf( GL_RED_SCALE, envColor[0] );
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glPixelTransferf( GL_GREEN_SCALE, envColor[1] );
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glPixelTransferf( GL_BLUE_SCALE, envColor[2] );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, my_shader->_texWidth, my_shader->_texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, my_shader->_textureData);
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glPixelTransferf( GL_RED_SCALE, 1.0f );
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glPixelTransferf( GL_GREEN_SCALE, 1.0f );
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glPixelTransferf( GL_BLUE_SCALE, 1.0f );
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}
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}
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if( maskTexComponent == 4 ) {
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// c = lerp(model tex, chrome tex, model tex alpha)
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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} else {
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// c = chrome tex
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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}
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// automatic generation of texture coordinates
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// from normals
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glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
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glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
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glEnable( GL_TEXTURE_GEN_S );
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glEnable( GL_TEXTURE_GEN_T );
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glCallList ( dlist ) ;
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glDisable( GL_TEXTURE_GEN_S );
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glDisable( GL_TEXTURE_GEN_T );
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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// restore states
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if( ! my_shader->_depth_test )
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glEnable( GL_DEPTH_TEST );
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if( sst )
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sst->force();
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// don't draw !
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return false;
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}
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static void init_shaders(void) {
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Shader::Init();
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if( Shader::is_VP_supported() ) {
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if( false && Shader::is_VP_supported() ) {
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shFresnel = new Shader("/FlightGear/data/Textures/fresnel_vp.txt", "fresnel_vp");
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// shFresnel->bindNames("somedata", 0);
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}
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@@ -375,6 +489,8 @@ static void init_shaders(void) {
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glTexImage1D(GL_TEXTURE_1D, 0, 3, fresnelSize, 0, GL_RGB, GL_UNSIGNED_BYTE, imageFresnel);
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glBindTexture(GL_TEXTURE_1D, 0 );
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sgMakeIdentMat4( shadIdentMatrix );
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initDone = true;
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}
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@@ -393,7 +509,11 @@ SGShaderAnimation::SGShaderAnimation ( SGPropertyNode *prop_root,
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_factor(props->getFloatValue("factor", 1.0f)),
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_factor_prop(0),
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_speed(props->getFloatValue("speed", 1.0f)),
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_speed_prop(0)
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_speed_prop(0),
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_effectTexture(0),
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_textureData(0),
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_texWidth(0),
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_texHeight(0)
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{
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SGPropertyNode_ptr node = props->getChild("condition");
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@@ -408,11 +528,25 @@ SGShaderAnimation::SGShaderAnimation ( SGPropertyNode *prop_root,
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if( node )
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_speed_prop = prop_root->getNode(node->getStringValue(), true);
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sgSetVec4(_envColor, 0.0f, 0.0f, 0.0f, 1.0f);
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node = props->getChild("texture");
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if( node ) {
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_effectTexture = ssgGetCurrentOptions()->createTexture( (char *) node->getStringValue(), 0, 0, 0);
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glBindTexture(GL_TEXTURE_2D, _effectTexture->getHandle() );
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &_texWidth);
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &_texHeight);
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_textureData = new unsigned char[_texWidth * _texHeight * 3];
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, _textureData);
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glBindTexture(GL_TEXTURE_2D, 0 );
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}
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string shader_name = props->getStringValue("shader");
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if( shader_name == "fresnel" || shader_name == "reflection" )
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_shader_type = 1;
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else if( shader_name == "heat-haze" )
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_shader_type = 2;
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else if( shader_name == "chrome" && _effectTexture)
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_shader_type = 3;
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}
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static void setCallBack(ssgBranch *branch, ssgBase *user_data, ssgCallback cb) {
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@@ -431,10 +565,12 @@ void SGShaderAnimation::init()
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{
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if( ! initDone )
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init_shaders();
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if( _shader_type == 1 && Shader::is_VP_supported() )
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if( _shader_type == 1 && Shader::is_VP_supported() && shFresnel)
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setCallBack( getBranch(), (ssgBase *) this, fresnel_shader_callback );
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else if( _shader_type == 2 )
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setCallBack( getBranch(), (ssgBase *) this, heat_haze_shader_callback );
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else if( _shader_type == 3 )
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setCallBack( getBranch(), (ssgBase *) this, chrome_shader_callback );
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else
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setCallBack( getBranch(), (ssgBase *) this, null_shader_callback );
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}
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@@ -442,6 +578,8 @@ void SGShaderAnimation::init()
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SGShaderAnimation::~SGShaderAnimation()
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{
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delete _condition;
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delete _effectTexture;
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delete _textureData;
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}
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int
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