shadows, textures, resource managers... shaders...
authorJohn Tsiombikas <nuclear@mutantstargoat.com>
Thu, 22 Sep 2016 06:00:12 +0000 (09:00 +0300)
committerJohn Tsiombikas <nuclear@mutantstargoat.com>
Thu, 22 Sep 2016 06:00:12 +0000 (09:00 +0300)
19 files changed:
Makefile
sdr/shadow-notex.p.glsl [new file with mode: 0644]
sdr/shadow.v.glsl [new file with mode: 0644]
sdr/skydome.p.glsl [new file with mode: 0644]
sdr/skydome.v.glsl [new file with mode: 0644]
src/dataset.h [new file with mode: 0644]
src/dataset.inl [new file with mode: 0644]
src/gear.cc
src/gear.h
src/image.cc [new file with mode: 0644]
src/image.h [new file with mode: 0644]
src/machine.cc
src/main.cc
src/sdr.c [new file with mode: 0644]
src/sdr.h [new file with mode: 0644]
src/shadow.cc [new file with mode: 0644]
src/shadow.h [new file with mode: 0644]
src/texture.cc [new file with mode: 0644]
src/texture.h [new file with mode: 0644]

index 8a5b897..616c71b 100644 (file)
--- a/Makefile
+++ b/Makefile
@@ -1,10 +1,12 @@
 src = $(wildcard src/*.cc)
-obj = $(src:.cc=.o)
+csrc = $(wildcard src/*.c)
+obj = $(src:.cc=.o) $(csrc:.c=.o)
 dep = $(obj:.o=.d)
 bin = anti
 
+CFLAGS = -pedantic -Wall -g
 CXXFLAGS = -std=c++11 -pedantic -Wall -g
-LDFLAGS = $(libgl_$(sys)) -lm -lgmath
+LDFLAGS = $(libgl_$(sys)) -lm -lgmath -lvmath -limago -lresman -lpthread
 
 sys = $(shell uname -s)
 libgl_Linux = -lGL -lGLU -lglut -lGLEW
@@ -15,6 +17,9 @@ $(bin): $(obj)
 
 -include $(dep)
 
+%.d: %.c
+       @$(CPP) $(CFLAGS) $< -MM -MT $(@:.d=.o) >$@
+
 %.d: %.cc
        @$(CPP) $(CXXFLAGS) $< -MM -MT $(@:.d=.o) >$@
 
diff --git a/sdr/shadow-notex.p.glsl b/sdr/shadow-notex.p.glsl
new file mode 100644 (file)
index 0000000..dac400f
--- /dev/null
@@ -0,0 +1,56 @@
+/* vi: set ft=glsl */
+uniform samplerCube envmap;
+uniform sampler2DShadow shadowmap;
+
+varying vec3 vdir, ldir[3], normal;
+varying vec4 shadow_tc;
+varying vec3 wdir;
+
+#define KD gl_FrontMaterial.diffuse.rgb
+#define KS gl_FrontMaterial.specular.rgb
+#define SPOW gl_FrontMaterial.shininess
+
+#define LD(i) gl_LightSource[i].diffuse.rgb
+#define LS(i) gl_LightSource[i].specular.rgb
+
+vec3 calc_diffuse(in vec3 n, in vec3 l, in vec3 lcol)
+{
+       float ndotl = max(dot(n, l), 0.0);
+       return KD * lcol * ndotl;
+}
+
+vec3 calc_specular(in vec3 n, in vec3 l, in vec3 v, in vec3 lcol)
+{
+       vec3 h = normalize(l + v);
+       float ndoth = max(dot(n, h), 0.0);
+       return KS * lcol * pow(ndoth, SPOW);
+}
+
+void main()
+{
+       float shadow = shadow2DProj(shadowmap, shadow_tc).x;
+
+       vec3 n = normalize(normal);
+       vec3 v = normalize(vdir);
+
+       vec3 l = normalize(ldir[0]);
+       vec3 diffuse = calc_diffuse(n, l, LD(0)) * shadow;
+       vec3 specular = calc_specular(n, l, v, LS(0)) * shadow;
+
+       l = normalize(ldir[1]);
+       diffuse += calc_diffuse(n, l, LD(1));
+       specular += calc_specular(n, l, v, LS(1));
+
+       l = normalize(ldir[2]);
+       diffuse += calc_diffuse(n, l, LD(2));
+       specular += calc_specular(n, l, v, LS(2));
+
+       // envmap
+       vec3 rdir = -reflect(wdir, n);
+       vec3 env_texel = textureCube(envmap, rdir).xyz;
+       specular += KS * env_texel;
+
+       vec3 ambient = gl_LightModel.ambient.rgb * KD;
+       gl_FragColor.rgb = ambient + diffuse + specular;
+       gl_FragColor.a = gl_FrontMaterial.diffuse.a;
+}
diff --git a/sdr/shadow.v.glsl b/sdr/shadow.v.glsl
new file mode 100644 (file)
index 0000000..8f9f045
--- /dev/null
@@ -0,0 +1,27 @@
+uniform mat4 envmap_matrix;
+
+varying vec3 vdir, ldir[3], normal;
+varying vec4 shadow_tc;
+varying vec3 wdir;
+
+void main()
+{
+       gl_Position = ftransform();
+
+       vec3 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
+       normal = gl_NormalMatrix * gl_Normal;
+       vdir = -vpos;
+       wdir = (envmap_matrix * vec4(vdir, 1.0)).xyz;   // bring back to world space
+       ldir[0] = gl_LightSource[0].position.xyz - vpos;
+       ldir[1] = gl_LightSource[1].position.xyz - vpos;
+       ldir[2] = gl_LightSource[2].position.xyz - vpos;
+       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+       mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0,
+                       0.0, 0.5, 0.0, 0.0,
+                       0.0, 0.0, 0.5, 0.0,
+                       0.5, 0.5, 0.5, 1.0);
+       mat4 tex_matrix = offmat * gl_TextureMatrix[1];
+
+       shadow_tc = tex_matrix * vec4(vpos, 1.0);
+}
diff --git a/sdr/skydome.p.glsl b/sdr/skydome.p.glsl
new file mode 100644 (file)
index 0000000..7682150
--- /dev/null
@@ -0,0 +1,12 @@
+uniform samplerCube envmap;
+
+varying vec3 normal;
+
+void main()
+{
+       vec3 n = normalize(normal);
+       vec3 texel = textureCube(envmap, n).xyz;
+
+       gl_FragColor.rgb = texel;
+       gl_FragColor.a = 1.0;
+}
diff --git a/sdr/skydome.v.glsl b/sdr/skydome.v.glsl
new file mode 100644 (file)
index 0000000..c5d3124
--- /dev/null
@@ -0,0 +1,7 @@
+varying vec3 normal;
+
+void main()
+{
+       gl_Position = ftransform();
+       normal = gl_Normal;
+}
diff --git a/src/dataset.h b/src/dataset.h
new file mode 100644 (file)
index 0000000..a4736c4
--- /dev/null
@@ -0,0 +1,53 @@
+/** DataSet is a generic resource database with fast O(logn) lookups by name
+ * it can be used for texture managers, mesh managers, sound effect managers etc
+ *
+ * The constructor takes a load function and a destructor function to be called
+ * when a nonexistent resource is requested and needs to be loaded, and when
+ * the DataSet is destroyed. The destructor is optional and can be set to null
+ * if not needed.
+ *
+ * Requesting a resource works by simply calling get, example:
+ * ----------------------------------------------------------
+ * \code
+ * Texture *load_texture(const char *fname);
+ * void free_texture(Texture *tex);
+ *
+ * DataSet<Texture*> texman(load_texture, free_texture);
+ * Texture *foo = texman.get("foo.png");
+ * \endcode
+ */
+#ifndef DATASET_H_
+#define DATASET_H_
+
+#include <string>
+#include <map>
+#include <resman.h>
+
+template <typename T>
+class DataSet {
+protected:
+       mutable std::map<std::string, T> data;
+       mutable struct resman *rman;
+
+       T (*create)();
+       bool (*load)(T, const char*);
+       bool (*done)(T);
+       void (*destroy)(T);
+
+       static int dataset_load_func(const char *fname, int id, void *cls);
+       static int dataset_done_func(int id, void *cls);
+       static void dataset_destroy_func(int id, void *cls);
+
+public:
+       DataSet(T (*create_func)(), bool (*load_func)(T, const char*), bool (*done_func)(T) = 0, void (*destr_func)(T) = 0);
+       ~DataSet();
+
+       void clear();
+       void update();
+
+       T get(const char *name) const;
+};
+
+#include "dataset.inl"
+
+#endif // DATASET_H_
diff --git a/src/dataset.inl b/src/dataset.inl
new file mode 100644 (file)
index 0000000..5f0fbf9
--- /dev/null
@@ -0,0 +1,96 @@
+#include <stdio.h>
+#include <string.h>
+
+template <typename T>
+DataSet<T>::DataSet(T (*create_func)(), bool (*load_func)(T, const char*), bool (*done_func)(T), void (*destr_func)(T))
+{
+       create = create_func;
+       load = load_func;
+       done = done_func;
+       destroy = destr_func;
+
+       rman = resman_create();
+       resman_set_load_func(rman, dataset_load_func, this);
+       resman_set_done_func(rman, dataset_done_func, this);
+       resman_set_destroy_func(rman, dataset_destroy_func, this);
+}
+
+template <typename T>
+DataSet<T>::~DataSet()
+{
+       resman_free(rman);
+}
+
+template <typename T>
+void DataSet<T>::clear()
+{
+       resman_free(rman);
+       data.clear();
+
+       rman = resman_create();
+}
+
+template <typename T>
+void DataSet<T>::update()
+{
+       resman_poll(rman);
+}
+
+template <typename T>
+T DataSet<T>::get(const char *name) const
+{
+       typename std::map<std::string, T>::const_iterator iter = data.find(name);
+       if(iter != data.end()) {
+               return iter->second;
+       }
+
+       T res = create();
+       resman_lookup(rman, name, res);
+       return res;
+}
+
+
+// --- static functions to pass as callback to resman ---
+
+template <typename T>
+int DataSet<T>::dataset_load_func(const char *fname, int id, void *cls)
+{
+       DataSet<T> *dset = (DataSet<T>*)cls;
+       T data = (T)resman_get_res_data(dset->rman, id);
+
+       if(!dset->load(data, fname)) {
+               return -1;
+       }
+       return 0;
+}
+
+template <typename T>
+int DataSet<T>::dataset_done_func(int id, void *cls)
+{
+       DataSet<T> *dset = (DataSet<T>*)cls;
+
+       T data = (T)resman_get_res_data(dset->rman, id);
+       int load_res = resman_get_res_result(dset->rman, id);
+
+       if(load_res != 0) {
+               fprintf(stderr, "failed to load resource %d (%s)\n", id, resman_get_res_name(dset->rman, id));
+       } else {
+               printf("done loading resource %d (%s)\n", id, resman_get_res_name(dset->rman, id));
+       }
+
+       if(dset->done) {
+               dset->done(data);
+       }
+       return 0;
+}
+
+template <typename T>
+void DataSet<T>::dataset_destroy_func(int id, void *cls)
+{
+       DataSet<T> *dset = (DataSet<T>*)cls;
+       T data = (T)resman_get_res_data(dset->rman, id);
+
+       if(dset->destroy) {
+               dset->destroy(data);
+       }
+}
index 697610d..c00b411 100644 (file)
@@ -19,6 +19,10 @@ Gear::Gear()
        supergear = 0;
 
        mesh = 0;
+
+       color = Vec3(0.6, 0.6, 0.6);
+       roughness = 1.0;
+       metallic = false;
 }
 
 Gear::~Gear()
@@ -94,12 +98,16 @@ void Gear::set_position(const Vec3 &pos)
 {
        if(!supergear) {
                this->pos = pos;
-               xform_valid = false;
        } else {
-               if(fabs(this->pos.z - pos.z) > 1e-5) {
-                       this->pos.z = pos.z;
-                       xform_valid = false;
-               }
+               this->pos = supergear->pos;
+               this->pos.z = pos.z;
+       }
+       xform_valid = false;
+
+       for(int i=0; i<(int)subgears.size(); i++) {
+               Vec3 subpos = this->pos;
+               subpos.z = subgears[i]->pos.z;
+               subgears[i]->set_position(subpos);
        }
 }
 
@@ -164,7 +172,7 @@ void Gear::draw() const
                calc_matrix();
        }
 
-       glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
+       glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_LIGHTING_BIT);
 
        glPushMatrix();
        glMultMatrixf(xform[0]);
@@ -174,6 +182,15 @@ void Gear::draw() const
                glEnable(GL_POLYGON_OFFSET_FILL);
        }
 
+       Vec3 diffuse = metallic ? Vec3(0, 0, 0) : color;
+       float col[] = {diffuse.x, diffuse.y, diffuse.z, 1.0};
+       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
+
+       Vec3 specular = (metallic ? color : Vec3(1, 1, 1)) * (1.0 - roughness);
+       float scol[] = {specular.x, specular.y, specular.z, 1.0};
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
+       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 1.0 + (1.0 - roughness) * 60.0);
+
        mesh->draw();
 
        glDisable(GL_LIGHTING);
@@ -183,13 +200,6 @@ void Gear::draw() const
                mesh->draw_wire();
        }
 
-       glLineWidth(2.0);
-       glBegin(GL_LINES);
-       glColor3f(0, 0, 1);
-       glVertex3f(0, 0, -10);
-       glVertex3f(0, 0, 10);
-       glEnd();
-
        glPopMatrix();
        glPopAttrib();
 }
index 1247a14..f6058a1 100644 (file)
@@ -65,6 +65,11 @@ public:
 
        float bevel;    // bevel size
 
+       // visual surface properties
+       Vec3 color;
+       float roughness;
+       bool metallic;
+
        Gear *supergear;
        std::vector<Gear*> subgears;
        std::vector<GearPin> pins;
diff --git a/src/image.cc b/src/image.cc
new file mode 100644 (file)
index 0000000..c245212
--- /dev/null
@@ -0,0 +1,271 @@
+#include <string.h>
+
+#ifndef _MSC_VER
+#include <alloca.h>
+#else
+#include <malloc.h>
+#endif
+
+#include "imago2.h"
+#include "image.h"
+
+static int pixel_elements(Image::Format fmt);
+static int elem_size(Image::Format fmt);
+static int pixel_size(Image::Format fmt);
+
+Image::Image()
+{
+       fmt = FMT_RGBA;
+       width = height = 0;
+       pixels = 0;
+}
+
+Image::~Image()
+{
+       delete [] (char*)pixels;
+}
+
+int Image::get_width() const
+{
+       return width;
+}
+
+int Image::get_height() const
+{
+       return height;
+}
+
+Image::Format Image::get_format() const
+{
+       return fmt;
+}
+
+bool Image::create(int x, int y, Format fmt)
+{
+       width = x;
+       height = y;
+       this->fmt = fmt;
+
+       try {
+               pixels = new char[x * y * pixel_size(fmt)];
+       }
+       catch(...) {
+               return false;
+       }
+       return true;
+}
+
+bool Image::set_pixels(int xsz, int ysz, void *pixels, Format fmt)
+{
+       if(!create(xsz, ysz, fmt)) {
+               return false;
+       }
+       memcpy(this->pixels, pixels, xsz * ysz * pixel_size(fmt));
+       return true;
+}
+
+bool Image::set_pixels(int xsz, int ysz, void *pixels, int scan_width, Format fmt)
+{
+       return set_pixels(xsz, ysz, pixels, 0, 0, scan_width, fmt);
+}
+
+bool Image::set_pixels(int xsz, int ysz, void *pixels, int x, int y, int scan_width, Format fmt)
+{
+       if(scan_width <= 0) {
+               scan_width = xsz;
+       }
+
+       if(!create(xsz, ysz, fmt)) {
+               return false;
+       }
+
+       int pixsz = pixel_size(fmt);
+
+       unsigned char *dest = (unsigned char*)this->pixels;
+       unsigned char *src = (unsigned char*)pixels + (y * scan_width + x) * pixsz;
+       for(int i=0; i<ysz; i++) {
+               memcpy(dest, src, xsz * pixsz);
+               dest += xsz * pixsz;
+               src += scan_width * pixsz;
+       }
+       return true;
+}
+
+void *Image::get_pixels() const
+{
+       return pixels;
+}
+
+void Image::flip_horizontal()
+{
+       int pixsz = pixel_size(fmt);
+
+       unsigned char *tmppix = (unsigned char*)alloca(pixsz);
+
+       unsigned char *scan = (unsigned char*)pixels;
+       for(int i=0; i<height; i++) {
+               unsigned char *dest = scan;
+               unsigned char *src = scan + (width - 1) * pixsz;
+
+               while(src > dest) {
+                       memcpy(tmppix, src, pixsz);
+                       memcpy(src, dest, pixsz);
+                       memcpy(dest, tmppix, pixsz);
+                       dest += pixsz;
+                       src -= pixsz;
+               }
+
+               scan += width * pixsz;
+       }
+}
+
+void Image::flip_vertical()
+{
+       int pixsz = pixel_size(fmt);
+
+       unsigned char *tmpscan = (unsigned char*)alloca(width * pixsz);
+
+       unsigned char *dest = (unsigned char*)pixels;
+       unsigned char *src = (unsigned char*)pixels + (height - 1) * width * pixsz;
+
+       while(src > dest) {
+               memcpy(tmpscan, src, width * pixsz);
+               memcpy(src, dest, width * pixsz);
+               memcpy(dest, tmpscan, width * pixsz);
+               dest += width * pixsz;
+               src -= width * pixsz;
+       }
+}
+
+void Image::rotate_180()
+{
+       flip_vertical();
+       flip_horizontal();
+}
+
+bool Image::load(const char *fname)
+{
+       struct img_pixmap pixmap;
+
+       img_init(&pixmap);
+       if(img_load(&pixmap, fname) == -1) {
+               return false;
+       }
+
+       Format fmt;
+       switch(pixmap.fmt) {
+       case IMG_FMT_GREY8:
+               fmt = FMT_GREY;
+               break;
+       case IMG_FMT_RGB24:
+               fmt = FMT_RGB;
+               break;
+       case IMG_FMT_RGBA32:
+               fmt = FMT_RGBA;
+               break;
+       case IMG_FMT_GREYF:
+               fmt = FMT_GREY_FLOAT;
+               break;
+       case IMG_FMT_RGBF:
+               fmt = FMT_RGB_FLOAT;
+               break;
+       case IMG_FMT_RGBAF:
+               fmt = FMT_RGBA_FLOAT;
+               break;
+       default:
+               img_destroy(&pixmap);
+               return false;
+       }
+
+       if(!set_pixels(pixmap.width, pixmap.height, pixmap.pixels, fmt)) {
+               img_destroy(&pixmap);
+               return false;
+       }
+       img_destroy(&pixmap);
+       return true;
+}
+
+bool Image::save(const char *fname) const
+{
+       struct img_pixmap pixmap;
+
+       img_init(&pixmap);
+
+       switch(fmt) {
+       case FMT_GREY:
+               pixmap.fmt = IMG_FMT_GREY8;
+               break;
+       case FMT_GREY_FLOAT:
+               pixmap.fmt = IMG_FMT_GREYF;
+               break;
+       case FMT_RGB:
+               pixmap.fmt = IMG_FMT_RGB24;
+               break;
+       case FMT_RGB_FLOAT:
+               pixmap.fmt = IMG_FMT_RGBF;
+               break;
+       case FMT_RGBA:
+               pixmap.fmt = IMG_FMT_RGBA32;
+               break;
+       case FMT_RGBA_FLOAT:
+               pixmap.fmt = IMG_FMT_RGBAF;
+               break;
+       default:
+               return false;
+       }
+
+       pixmap.width = width;
+       pixmap.height = height;
+       pixmap.pixels = pixels;
+       pixmap.pixelsz = pixel_size(fmt);
+
+       if(img_save(&pixmap, fname) == -1) {
+               return false;
+       }
+       return true;
+}
+
+static int pixel_elements(Image::Format fmt)
+{
+       switch(fmt) {
+       case Image::FMT_GREY:
+       case Image::FMT_GREY_FLOAT:
+               return 1;
+
+       case Image::FMT_RGB:
+       case Image::FMT_RGB_FLOAT:
+               return 3;
+
+       case Image::FMT_RGBA:
+       case Image::FMT_RGBA_FLOAT:
+               return 4;
+
+       default:
+               break;
+       }
+       return 0;
+}
+
+static int elem_size(Image::Format fmt)
+{
+       switch(fmt) {
+       case Image::FMT_GREY:
+       case Image::FMT_RGB:
+       case Image::FMT_RGBA:
+               return 1;
+
+       case Image::FMT_GREY_FLOAT:
+       case Image::FMT_RGB_FLOAT:
+       case Image::FMT_RGBA_FLOAT:
+               return sizeof(float);
+
+       default:
+               break;
+       }
+       return 0;
+}
+
+static int pixel_size(Image::Format fmt)
+{
+       return elem_size(fmt) * pixel_elements(fmt);
+}
diff --git a/src/image.h b/src/image.h
new file mode 100644 (file)
index 0000000..b812ae1
--- /dev/null
@@ -0,0 +1,43 @@
+#ifndef IMAGE_H_
+#define IMAGE_H_
+
+class Image {
+public:
+       enum Format {
+               FMT_GREY,
+               FMT_RGB,
+               FMT_RGBA,
+               FMT_GREY_FLOAT,
+               FMT_RGB_FLOAT,
+               FMT_RGBA_FLOAT
+       };
+
+private:
+       Format fmt;
+       int width, height;
+       void *pixels;
+
+public:
+       Image();
+       ~Image();
+
+       int get_width() const;
+       int get_height() const;
+
+       Format get_format() const;
+
+       bool create(int x, int y, Format fmt = FMT_RGBA);
+       bool set_pixels(int xsz, int ysz, void *pixels, Format fmt = FMT_RGBA);
+       bool set_pixels(int xsz, int ysz, void *pixels, int scan_width, Format fmt = FMT_RGBA);
+       bool set_pixels(int xsz, int ysz, void *pixels, int x, int y, int scan_width = -1, Format fmt = FMT_RGBA);
+       void *get_pixels() const;
+
+       void flip_horizontal();
+       void flip_vertical();
+       void rotate_180();
+
+       bool load(const char *fname);
+       bool save(const char *fname) const;
+};
+
+#endif // IMAGE_H_
index 313540d..3d4dd73 100644 (file)
@@ -3,6 +3,7 @@
 #include <math.h>
 #include <float.h>
 #include <assert.h>
+#include "opengl.h"
 #include "machine.h"
 
 static float delta_angle(float a, float b);
@@ -212,6 +213,19 @@ void Machine::draw() const
        for(size_t i=0; i<gears.size(); i++) {
                gears[i]->draw();
        }
+
+       float dcol[] = {0.4, 0.4, 0.4, 1.0};
+       float scol[] = {0, 0, 0, 0};
+       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
+
+       glBegin(GL_QUADS);
+       glNormal3f(0, 1, 0);
+       glVertex3f(-300, -100, 300);
+       glVertex3f(300, -100, 300);
+       glVertex3f(300, -100, -300);
+       glVertex3f(-300, -100, -300);
+       glEnd();
 }
 
 Gear *Machine::intersect_gear(const Ray &ray, HitPoint *hitp) const
index 5dd2857..772b63c 100644 (file)
@@ -8,12 +8,17 @@
 #include <GL/glut.h>
 #endif
 #include "app.h"
+#include "sdr.h"
+#include "shadow.h"
+#include "texture.h"
 #include "machine.h"
+#include "meshgen.h"
 
 static bool init();
 static void cleanup();
 static void display();
 static void idle();
+static void draw_scene();
 static void draw_gears();
 static void reshape(int x, int y);
 static void keyb(unsigned char key, int x, int y);
@@ -24,17 +29,28 @@ static Gear *pick_gear(int x, int y);
 
 static int win_width, win_height;
 
-static float cam_dist = 0.5;
-static float cam_theta, cam_phi;
+static float cam_dist = 0.25;
+static float cam_theta, cam_phi = 20;
 static int prev_mx, prev_my;
 static bool bnstate[8];
 
+static Mat4 view_matrix;
+
 static unsigned int start_time, prev_msec;
 static Machine *machine;
 static Gear *hover_gear, *sel_gear;
 static HitPoint pick_hit;
 static Vec3 sel_hit_pos;
 
+static unsigned int sdr_shadow_notex;
+static int dbg_show_shadowmap;
+
+static TextureSet texman;
+static Texture *envmap;
+static Mesh *skydome;
+static unsigned int sdr_skydome;
+
+
 int main(int argc, char **argv)
 {
        glutInitWindowSize(1024, 768);
@@ -79,6 +95,7 @@ static bool init()
        gear1->pos = Vec3(-50, 0, 0);
        gear1->set_teeth(16, pitch);
        gear1->gen_mesh();
+       gear1->color = Vec3(0.35, 0.6, 0.8);
        machine->add_gear(gear1);
 
        Gear *gear2 = new Gear;
@@ -93,6 +110,7 @@ static bool init()
        gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
        gear3->gen_mesh();
        machine->add_gear(gear3);
+       gear3->color = Vec3(0.5, 0.8, 0.6);
 
        Gear *subgear = new Gear;
        subgear->set_teeth(10, pitch);
@@ -100,20 +118,48 @@ static bool init()
        subgear->gen_mesh();
        gear2->attach(subgear);
        machine->add_gear(subgear);
+       subgear->color = Vec3(0.8, 0.7, 0.5);
 
        machine->add_motor(0, 1.0);
 
+       // shadows
+       init_shadow(2048);
+
+       if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
+               return false;
+       }
+       set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
+       set_uniform_int(sdr_shadow_notex, "envmap", 2);
+
+       float ambient[] = {0.1, 0.1, 0.1, 0.0};
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+       // env
+       envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
+
+       skydome = new Mesh;
+       gen_sphere(skydome, 1.0, 16, 8);
+       skydome->flip_faces();
+
+       if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
+               return false;
+       }
+       glUseProgram(0);
+
        start_time = glutGet(GLUT_ELAPSED_TIME);
        return true;
 }
 
 static void cleanup()
 {
+       texman.clear();
        delete machine;
 }
 
 static void update(float dt)
 {
+       texman.update();
+
        machine->update(dt);
 
        if(sel_gear) {
@@ -142,19 +188,87 @@ static void display()
 
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+       view_matrix = Mat4::identity;
+       view_matrix.pre_translate(0, 0, -cam_dist);
+       view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
+       view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
+
        glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-       glTranslatef(0, 0, -cam_dist);
-       glRotatef(cam_phi, 1, 0, 0);
-       glRotatef(cam_theta, 0, 1, 0);
+       glLoadMatrixf(view_matrix[0]);
 
-       set_light(0, Vec3(-50, 75, 100), Vec3(1.0, 0.8, 0.7) * 0.8);
-       set_light(1, Vec3(100, 0, 30), Vec3(0.6, 0.7, 1.0) * 0.6);
-       set_light(2, Vec3(-10, -10, 60), Vec3(0.8, 1.0, 0.8) * 0.3);
+       static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+       set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+       set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+       set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
 
        update(dt);
 
-       draw_gears();
+       // shadowmap pass
+       begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
+       draw_scene();
+       end_shadow_pass();
+
+       // regular pass
+       const Mat4 &shadow_matrix = get_shadow_matrix();
+       Mat4 env_matrix = transpose(view_matrix.upper3x3());
+       set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
+
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+       glMatrixMode(GL_TEXTURE);
+       glLoadMatrixf(shadow_matrix[0]);
+
+       glActiveTexture(GL_TEXTURE2);
+       glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
+
+       glActiveTexture(GL_TEXTURE0);
+       glMatrixMode(GL_MODELVIEW);
+
+       draw_scene();
+
+       glMatrixMode(GL_TEXTURE);
+       glLoadIdentity();
+       glMatrixMode(GL_MODELVIEW);
+
+
+       if(dbg_show_shadowmap) {
+               glMatrixMode(GL_PROJECTION);
+               glPushMatrix();
+               glLoadIdentity();
+               glMatrixMode(GL_MODELVIEW);
+               glPushMatrix();
+               glLoadIdentity();
+               glMatrixMode(GL_TEXTURE);
+               glLoadIdentity();
+
+               glPushAttrib(GL_ENABLE_BIT);
+               glUseProgram(0);
+               glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+               glEnable(GL_TEXTURE_2D);
+               glDisable(GL_DEPTH_TEST);
+               glDisable(GL_LIGHTING);
+               glDisable(GL_BLEND);
+
+               glBegin(GL_QUADS);
+               glColor4f(1, 1, 1, 1);
+               glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
+               glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
+               glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
+               glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
+               glEnd();
+
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+               glBindTexture(GL_TEXTURE_2D, 0);
+
+               glPopAttrib();
+
+               glMatrixMode(GL_PROJECTION);
+               glPopMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPopMatrix();
+       }
+
 
        glutSwapBuffers();
        assert(glGetError() == GL_NO_ERROR);
@@ -165,13 +279,38 @@ static void idle()
        glutPostRedisplay();
 }
 
+static void draw_scene()
+{
+       // draw skydome
+       glDepthMask(0);
+
+       Mat4 rot_view = view_matrix.upper3x3();
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadMatrixf(rot_view[0]);
+
+       bind_texture(envmap, 0);
+
+       glUseProgram(sdr_skydome);
+       skydome->draw();
+       glUseProgram(0);
+
+       bind_texture(0, 0);
+
+       glPopMatrix();
+       glDepthMask(1);
+
+       // draw mechanism
+       draw_gears();
+}
+
 static void draw_gears()
 {
        /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
        glPushMatrix();
        glScalef(0.001, 0.001, 0.001);
 
-       if(sel_gear || hover_gear) {
+       if(!shadow_pass && (sel_gear || hover_gear)) {
                glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
 
                glDisable(GL_LIGHTING);
@@ -190,7 +329,9 @@ static void draw_gears()
                glPopAttrib();
        }
 
+       glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
        machine->draw();
+       glUseProgram(0);
 
        glPopMatrix();
 }
@@ -204,7 +345,7 @@ static void reshape(int x, int y)
 
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
-       gluPerspective(50.0, (float)x / (float)y, 0.01, 100.0);
+       gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
 }
 
 static void keyb(unsigned char key, int x, int y)
@@ -217,6 +358,11 @@ static void keyb(unsigned char key, int x, int y)
                opt_gear_wireframe = !opt_gear_wireframe;
                glutPostRedisplay();
                break;
+
+       case 's':
+               dbg_show_shadowmap = !dbg_show_shadowmap;
+               glutPostRedisplay();
+               break;
        }
 }
 
diff --git a/src/sdr.c b/src/sdr.c
new file mode 100644 (file)
index 0000000..0152a6e
--- /dev/null
+++ b/src/sdr.c
@@ -0,0 +1,562 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <errno.h>
+#include <stdarg.h>
+#include <assert.h>
+#include "opengl.h"
+
+#if defined(unix) || defined(__unix__)
+#include <unistd.h>
+#include <sys/stat.h>
+#endif /* unix */
+
+#include "sdr.h"
+
+static const char *sdrtypestr(unsigned int sdrtype);
+static int sdrtypeidx(unsigned int sdrtype);
+
+
+unsigned int create_vertex_shader(const char *src)
+{
+       return create_shader(src, GL_VERTEX_SHADER);
+}
+
+unsigned int create_pixel_shader(const char *src)
+{
+       return create_shader(src, GL_FRAGMENT_SHADER);
+}
+
+unsigned int create_tessctl_shader(const char *src)
+{
+#ifdef GL_TESS_CONTROL_SHADER
+       return create_shader(src, GL_TESS_CONTROL_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int create_tesseval_shader(const char *src)
+{
+#ifdef GL_TESS_EVALUATION_SHADER
+       return create_shader(src, GL_TESS_EVALUATION_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int create_geometry_shader(const char *src)
+{
+#ifdef GL_GEOMETRY_SHADER
+       return create_shader(src, GL_GEOMETRY_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int create_shader(const char *src, unsigned int sdr_type)
+{
+       unsigned int sdr;
+       int success, info_len;
+       char *info_str = 0;
+       const char *src_str[3], *header, *footer;
+       int src_str_count = 0;
+       GLenum err;
+
+       if((header = get_shader_header(sdr_type))) {
+               src_str[src_str_count++] = header;
+       }
+       src_str[src_str_count++] = src;
+       if((footer = get_shader_footer(sdr_type))) {
+               src_str[src_str_count++] = footer;
+       }
+
+       sdr = glCreateShader(sdr_type);
+       assert(glGetError() == GL_NO_ERROR);
+       glShaderSource(sdr, src_str_count, src_str, 0);
+       err = glGetError();
+       assert(err == GL_NO_ERROR);
+       glCompileShader(sdr);
+       assert(glGetError() == GL_NO_ERROR);
+
+       glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
+       assert(glGetError() == GL_NO_ERROR);
+       glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
+       assert(glGetError() == GL_NO_ERROR);
+
+       if(info_len) {
+               if((info_str = malloc(info_len + 1))) {
+                       glGetShaderInfoLog(sdr, info_len, 0, info_str);
+                       assert(glGetError() == GL_NO_ERROR);
+                       info_str[info_len] = 0;
+               }
+       }
+
+       if(success) {
+               fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
+       } else {
+               fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
+               glDeleteShader(sdr);
+               sdr = 0;
+       }
+
+       free(info_str);
+       return sdr;
+}
+
+void free_shader(unsigned int sdr)
+{
+       glDeleteShader(sdr);
+}
+
+unsigned int load_vertex_shader(const char *fname)
+{
+       return load_shader(fname, GL_VERTEX_SHADER);
+}
+
+unsigned int load_pixel_shader(const char *fname)
+{
+       return load_shader(fname, GL_FRAGMENT_SHADER);
+}
+
+unsigned int load_tessctl_shader(const char *fname)
+{
+#ifdef GL_TESS_CONTROL_SHADER
+       return load_shader(fname, GL_TESS_CONTROL_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int load_tesseval_shader(const char *fname)
+{
+#ifdef GL_TESS_EVALUATION_SHADER
+       return load_shader(fname, GL_TESS_EVALUATION_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int load_geometry_shader(const char *fname)
+{
+#ifdef GL_GEOMETRY_SHADER
+       return load_shader(fname, GL_GEOMETRY_SHADER);
+#else
+       return 0;
+#endif
+}
+
+unsigned int load_shader(const char *fname, unsigned int sdr_type)
+{
+       unsigned int sdr;
+       size_t filesize;
+       FILE *fp;
+       char *src;
+
+       if(!(fp = fopen(fname, "rb"))) {
+               fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
+               return 0;
+       }
+
+       fseek(fp, 0, SEEK_END);
+       filesize = ftell(fp);
+       fseek(fp, 0, SEEK_SET);
+
+       if(!(src = malloc(filesize + 1))) {
+               fclose(fp);
+               return 0;
+       }
+       fread(src, 1, filesize, fp);
+       src[filesize] = 0;
+       fclose(fp);
+
+       fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
+       sdr = create_shader(src, sdr_type);
+
+       free(src);
+       return sdr;
+}
+
+
+/* ---- gpu programs ---- */
+
+unsigned int create_program(void)
+{
+       unsigned int prog = glCreateProgram();
+       assert(glGetError() == GL_NO_ERROR);
+       return prog;
+}
+
+unsigned int create_program_link(unsigned int sdr0, ...)
+{
+       unsigned int prog, sdr;
+       va_list ap;
+
+       if(!(prog = create_program())) {
+               return 0;
+       }
+
+       attach_shader(prog, sdr0);
+       if(glGetError()) {
+               return 0;
+       }
+
+       va_start(ap, sdr0);
+       while((sdr = va_arg(ap, unsigned int))) {
+               attach_shader(prog, sdr);
+               if(glGetError()) {
+                       return 0;
+               }
+       }
+       va_end(ap);
+
+       if(link_program(prog) == -1) {
+               free_program(prog);
+               return 0;
+       }
+       return prog;
+}
+
+unsigned int create_program_load(const char *vfile, const char *pfile)
+{
+       unsigned int vs = 0, ps = 0;
+
+       if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
+               return 0;
+       }
+       if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
+               return 0;
+       }
+       return create_program_link(vs, ps, 0);
+}
+
+void free_program(unsigned int sdr)
+{
+       glDeleteProgram(sdr);
+}
+
+void attach_shader(unsigned int prog, unsigned int sdr)
+{
+       int err;
+
+       if(prog && sdr) {
+               assert(glGetError() == GL_NO_ERROR);
+               glAttachShader(prog, sdr);
+               if((err = glGetError()) != GL_NO_ERROR) {
+                       fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
+                       abort();
+               }
+       }
+}
+
+int link_program(unsigned int prog)
+{
+       int linked, info_len, retval = 0;
+       char *info_str = 0;
+
+       glLinkProgram(prog);
+       assert(glGetError() == GL_NO_ERROR);
+       glGetProgramiv(prog, GL_LINK_STATUS, &linked);
+       assert(glGetError() == GL_NO_ERROR);
+       glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
+       assert(glGetError() == GL_NO_ERROR);
+
+       if(info_len) {
+               if((info_str = malloc(info_len + 1))) {
+                       glGetProgramInfoLog(prog, info_len, 0, info_str);
+                       assert(glGetError() == GL_NO_ERROR);
+                       info_str[info_len] = 0;
+               }
+       }
+
+       if(linked) {
+               fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
+       } else {
+               fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
+               retval = -1;
+       }
+
+       free(info_str);
+       return retval;
+}
+
+int bind_program(unsigned int prog)
+{
+       GLenum err;
+
+       glUseProgram(prog);
+       if(prog && (err = glGetError()) != GL_NO_ERROR) {
+               /* maybe the program is not linked, try linking first */
+               if(err == GL_INVALID_OPERATION) {
+                       if(link_program(prog) == -1) {
+                               return -1;
+                       }
+                       glUseProgram(prog);
+                       return glGetError() == GL_NO_ERROR ? 0 : -1;
+               }
+               return -1;
+       }
+       return 0;
+}
+
+/* ugly but I'm not going to write the same bloody code over and over */
+#define BEGIN_UNIFORM_CODE \
+       int loc, curr_prog; \
+       glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
+       if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
+               return -1; \
+       } \
+       if((loc = glGetUniformLocation(prog, name)) != -1)
+
+#define END_UNIFORM_CODE \
+       if((unsigned int)curr_prog != prog) { \
+               bind_program(curr_prog); \
+       } \
+       return loc == -1 ? -1 : 0
+
+int get_uniform_loc(unsigned int prog, const char *name)
+{
+       int loc, curr_prog;
+       glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
+       if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
+               return -1;
+       }
+       loc = glGetUniformLocation(prog, name);
+       if((unsigned int)curr_prog != prog) {
+               bind_program(curr_prog);
+       }
+       return loc;
+}
+
+int set_uniform_int(unsigned int prog, const char *name, int val)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniform1i(loc, val);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_float(unsigned int prog, const char *name, float val)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniform1f(loc, val);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniform2f(loc, x, y);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniform3f(loc, x, y, z);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniform4f(loc, x, y, z, w);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
+       }
+       END_UNIFORM_CODE;
+}
+
+int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat)
+{
+       BEGIN_UNIFORM_CODE {
+               glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
+       }
+       END_UNIFORM_CODE;
+}
+
+int get_attrib_loc(unsigned int prog, const char *name)
+{
+       int loc, curr_prog;
+
+       glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
+       if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
+               return -1;
+       }
+
+       loc = glGetAttribLocation(prog, (char*)name);
+
+       if((unsigned int)curr_prog != prog) {
+               bind_program(curr_prog);
+       }
+       return loc;
+}
+
+void set_attrib_float3(int attr_loc, float x, float y, float z)
+{
+       glVertexAttrib3f(attr_loc, x, y, z);
+}
+
+/* ---- shader composition ---- */
+struct string {
+       char *text;
+       int len;
+};
+
+#define NUM_SHADER_TYPES       5
+static struct string header[NUM_SHADER_TYPES];
+static struct string footer[NUM_SHADER_TYPES];
+
+static void clear_string(struct string *str)
+{
+       free(str->text);
+       str->text = 0;
+       str->len = 0;
+}
+
+static void append_string(struct string *str, const char *s)
+{
+       int len, newlen;
+       char *newstr;
+
+       if(!s || !*s) return;
+
+       len = strlen(s);
+       newlen = str->len + len;
+       if(!(newstr = malloc(newlen + 2))) {    /* leave space for a possible newline */
+               fprintf(stderr, "shader composition: failed to append string of size %d\n", len);
+               abort();
+       }
+
+       if(str->text) {
+               memcpy(newstr, str->text, str->len);
+       }
+       memcpy(newstr + str->len, s, len + 1);
+
+       if(s[len - 1] != '\n') {
+               newstr[newlen] = '\n';
+               newstr[newlen + 1] = 0;
+       }
+
+       free(str->text);
+       str->text = newstr;
+       str->len = newlen;
+}
+
+void clear_shader_header(unsigned int type)
+{
+       if(type) {
+               int idx = sdrtypeidx(type);
+               clear_string(&header[idx]);
+       } else {
+               int i;
+               for(i=0; i<NUM_SHADER_TYPES; i++) {
+                       clear_string(&header[i]);
+               }
+       }
+}
+
+void clear_shader_footer(unsigned int type)
+{
+       if(type) {
+               int idx = sdrtypeidx(type);
+               clear_string(&footer[idx]);
+       } else {
+               int i;
+               for(i=0; i<NUM_SHADER_TYPES; i++) {
+                       clear_string(&footer[i]);
+               }
+       }
+}
+
+void add_shader_header(unsigned int type, const char *s)
+{
+       if(type) {
+               int idx = sdrtypeidx(type);
+               append_string(&header[idx], s);
+       } else {
+               int i;
+               for(i=0; i<NUM_SHADER_TYPES; i++) {
+                       append_string(&header[i], s);
+               }
+       }
+}
+
+void add_shader_footer(unsigned int type, const char *s)
+{
+       if(type) {
+               int idx = sdrtypeidx(type);
+               append_string(&footer[idx], s);
+       } else {
+               int i;
+               for(i=0; i<NUM_SHADER_TYPES; i++) {
+                       append_string(&footer[i], s);
+               }
+       }
+}
+
+const char *get_shader_header(unsigned int type)
+{
+       int idx = sdrtypeidx(type);
+       return header[idx].text;
+}
+
+const char *get_shader_footer(unsigned int type)
+{
+       int idx = sdrtypeidx(type);
+       return footer[idx].text;
+}
+
+static const char *sdrtypestr(unsigned int sdrtype)
+{
+       switch(sdrtype) {
+       case GL_VERTEX_SHADER:
+               return "vertex";
+       case GL_FRAGMENT_SHADER:
+               return "pixel";
+#ifdef GL_TESS_CONTROL_SHADER
+       case GL_TESS_CONTROL_SHADER:
+               return "tessellation control";
+#endif
+#ifdef GL_TESS_EVALUATION_SHADER
+       case GL_TESS_EVALUATION_SHADER:
+               return "tessellation evaluation";
+#endif
+#ifdef GL_GEOMETRY_SHADER
+       case GL_GEOMETRY_SHADER:
+               return "geometry";
+#endif
+
+       default:
+               break;
+       }
+       return "<unknown>";
+}
+
+static int sdrtypeidx(unsigned int sdrtype)
+{
+       switch(sdrtype) {
+       case GL_VERTEX_SHADER:
+               return 0;
+       case GL_FRAGMENT_SHADER:
+               return 1;
+       case GL_TESS_CONTROL_SHADER:
+               return 2;
+       case GL_TESS_EVALUATION_SHADER:
+               return 3;
+       case GL_GEOMETRY_SHADER:
+               return 4;
+       default:
+               break;
+       }
+       return 0;
+}
diff --git a/src/sdr.h b/src/sdr.h
new file mode 100644 (file)
index 0000000..7bf2389
--- /dev/null
+++ b/src/sdr.h
@@ -0,0 +1,68 @@
+#ifndef SDR_H_
+#define SDR_H_
+
+#ifdef __cplusplus
+extern "C" {
+#endif /* __cplusplus */
+
+/* ---- shaders ---- */
+unsigned int create_vertex_shader(const char *src);
+unsigned int create_pixel_shader(const char *src);
+unsigned int create_tessctl_shader(const char *src);
+unsigned int create_tesseval_shader(const char *src);
+unsigned int create_geometry_shader(const char *src);
+unsigned int create_shader(const char *src, unsigned int sdr_type);
+void free_shader(unsigned int sdr);
+
+unsigned int load_vertex_shader(const char *fname);
+unsigned int load_pixel_shader(const char *fname);
+unsigned int load_tessctl_shader(const char *fname);
+unsigned int load_tesseval_shader(const char *fname);
+unsigned int load_geometry_shader(const char *fname);
+unsigned int load_shader(const char *src, unsigned int sdr_type);
+
+int add_shader(const char *fname, unsigned int sdr);
+int remove_shader(const char *fname);
+
+/* ---- gpu programs ---- */
+unsigned int create_program(void);
+unsigned int create_program_link(unsigned int sdr0, ...);
+unsigned int create_program_load(const char *vfile, const char *pfile);
+void free_program(unsigned int sdr);
+
+void attach_shader(unsigned int prog, unsigned int sdr);
+int link_program(unsigned int prog);
+int bind_program(unsigned int prog);
+
+int get_uniform_loc(unsigned int prog, const char *name);
+
+int set_uniform_int(unsigned int prog, const char *name, int val);
+int set_uniform_float(unsigned int prog, const char *name, float val);
+int set_uniform_float2(unsigned int prog, const char *name, float x, float y);
+int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z);
+int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w);
+int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat);
+int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat);
+
+int get_attrib_loc(unsigned int prog, const char *name);
+void set_attrib_float3(int attr_loc, float x, float y, float z);
+
+/* ---- shader composition ---- */
+
+/* clear shader header/footer text.
+ * pass the shader type to clear, or 0 to clear all types */
+void clear_shader_header(unsigned int type);
+void clear_shader_footer(unsigned int type);
+/* append text to the header/footer of a specific shader type
+ * or use type 0 to add it to all shade types */
+void add_shader_header(unsigned int type, const char *s);
+void add_shader_footer(unsigned int type, const char *s);
+/* get the current header/footer text for a specific shader type */
+const char *get_shader_header(unsigned int type);
+const char *get_shader_footer(unsigned int type);
+
+#ifdef __cplusplus
+}
+#endif /* __cplusplus */
+
+#endif /* SDR_H_ */
diff --git a/src/shadow.cc b/src/shadow.cc
new file mode 100644 (file)
index 0000000..357ed82
--- /dev/null
@@ -0,0 +1,147 @@
+#define GPH_NAMESPACE
+#include <assert.h>
+#include "opengl.h"
+#include "shadow.h"
+#include "vmath/vmath.h"
+
+
+bool shadow_pass;
+
+static int tex_sz, prev_vp[4];
+static unsigned int fbo, depth_tex, rb_color;
+static gph::Mat4 shadow_mat;
+
+bool init_shadow(int sz)
+{
+       tex_sz = sz;
+       printf("initializing shadow buffer (%dx%d)\n", tex_sz, tex_sz);
+
+       glGenFramebuffers(1, &fbo);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+       const float border_color[] = {1, 1, 1, 1};
+
+       glGenTextures(1, &depth_tex);
+       glBindTexture(GL_TEXTURE_2D, depth_tex);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+       glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex_sz, tex_sz, 0,
+                       GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0);
+
+       assert(glGetError() == GL_NO_ERROR);
+
+       glDrawBuffer(GL_FALSE);
+       glReadBuffer(GL_FALSE);
+
+       if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+               fprintf(stderr, "incomplete framebuffer\n");
+               return false;
+       }
+
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glDrawBuffer(GL_BACK);
+       glReadBuffer(GL_BACK);
+       assert(glGetError() == GL_NO_ERROR);
+
+       return true;
+}
+
+void destroy_shadow()
+{
+       glDeleteTextures(1, &depth_tex);
+       glDeleteRenderbuffers(1, &rb_color);
+       glDeleteFramebuffers(1, &fbo);
+}
+
+void begin_shadow_pass(const gph::Vec3 &lpos, const gph::Vec3 &ltarg, float lfov, float znear, float zfar)
+{
+       shadow_pass = true;
+
+       glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
+       glDisable(GL_LIGHTING);
+       glColorMask(0, 0, 0, 0);
+       glDepthMask(1);
+
+       Matrix4x4 viewmat;
+       glGetFloatv(GL_MODELVIEW_MATRIX, viewmat[0]);
+       viewmat.transpose();
+
+       Matrix4x4 lt_viewmat, lt_projmat;
+       lt_projmat.set_perspective(DEG_TO_RAD(lfov) * 2.0, 1.0, znear, zfar);
+       lt_viewmat.set_lookat(Vector3(lpos.x, lpos.y, lpos.z), Vector3(ltarg.x, ltarg.y, ltarg.z), Vector3(0, 1, 0));
+       Matrix4x4 smat = lt_projmat * lt_viewmat * viewmat.inverse();
+       smat.transpose();
+
+       memcpy(shadow_mat[0], smat[0], 16 * sizeof(float));
+
+       glMatrixMode(GL_PROJECTION);
+       glPushMatrix();
+       glLoadTransposeMatrixf(lt_projmat[0]);
+
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadTransposeMatrixf(lt_viewmat[0]);
+
+
+       /*gph::Mat4 viewmat;
+       glGetFloatv(GL_MODELVIEW_MATRIX, viewmat[0]);
+
+       gph::Mat4 lt_viewmat, lt_projmat;
+       lt_projmat.perspective(deg_to_rad(lfov) * 2.0, 1.0, znear, zfar);
+       lt_viewmat.inv_lookat(lpos, ltarg, gph::Vec3(0, 1, 0));
+       shadow_mat = lt_projmat * lt_viewmat * viewmat.inverse();
+       //shadow_mat = viewmat.inverse() * lt_viewmat * lt_projmat;
+       shadow_mat.print();
+
+       glMatrixMode(GL_PROJECTION);
+       glPushMatrix();
+       glLoadMatrixf(lt_projmat[0]);
+
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadMatrixf(lt_viewmat[0]);
+       */
+
+       glGetIntegerv(GL_VIEWPORT, prev_vp);
+       glViewport(0, 0, tex_sz, tex_sz);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+       glPolygonOffset(2, 2);
+       glEnable(GL_POLYGON_OFFSET_FILL);
+
+       glClear(GL_DEPTH_BUFFER_BIT);
+       glUseProgram(0);
+}
+
+
+void end_shadow_pass()
+{
+       shadow_pass = false;
+
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+       glViewport(prev_vp[0], prev_vp[1], prev_vp[2], prev_vp[3]);
+
+       glMatrixMode(GL_PROJECTION);
+       glPopMatrix();
+       glMatrixMode(GL_MODELVIEW);
+       glPopMatrix();
+
+       glPopAttrib();
+}
+
+gph::Mat4 get_shadow_matrix()
+{
+       return shadow_mat;
+}
+
+unsigned int get_shadow_tex()
+{
+       return depth_tex;
+}
diff --git a/src/shadow.h b/src/shadow.h
new file mode 100644 (file)
index 0000000..b40b6f2
--- /dev/null
@@ -0,0 +1,17 @@
+#ifndef SHADOW_H_
+#define SHADOW_H_
+
+#include <gmath/gmath.h>
+
+extern bool shadow_pass;
+
+bool init_shadow(int sz);
+void destroy_shadow();
+
+void begin_shadow_pass(const gph::Vec3 &lpos, const gph::Vec3 &ltarg, float lfov, float znear, float zfar);
+void end_shadow_pass();
+
+gph::Mat4 get_shadow_matrix();
+unsigned int get_shadow_tex();
+
+#endif // SHADOW_H_
diff --git a/src/texture.cc b/src/texture.cc
new file mode 100644 (file)
index 0000000..a787abd
--- /dev/null
@@ -0,0 +1,504 @@
+#include <math.h>
+#include "texture.h"
+#include "image.h"
+#include "opengl.h"
+#include "imago2.h"
+
+static int glifmt_from_ifmt(unsigned int ifmt);
+static int glfmt_from_ifmt(unsigned int ifmt);
+static int gltype_from_ifmt(unsigned int ifmt);
+
+static int glifmt_from_imgfmt(Image::Format fmt);
+
+static unsigned int type_to_target(TextureType type);
+static TextureType target_to_type(unsigned int targ);
+
+static unsigned int cur_target[8] = {
+       GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D,
+       GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D
+};
+
+static unsigned int cube_faces[] = {
+       GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+       GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+       GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+};
+
+
+void bind_texture(Texture *tex, int tunit)
+{
+       if(tex) {
+               tex->bind(tunit);
+       } else {
+               glActiveTexture(GL_TEXTURE0 + tunit);
+               glBindTexture(cur_target[tunit], 0);
+               glActiveTexture(GL_TEXTURE0);
+       }
+}
+
+
+Image *Texture::default_img;
+
+Texture::Texture()
+{
+       target = 0;
+       sz[0] = sz[1] = sz[2] = 0;
+       texfmt = 0;
+
+       img = 0;
+       glGenTextures(1, &id);
+}
+
+Texture::~Texture()
+{
+       if(id) {
+               glDeleteTextures(1, &id);
+       }
+       if(img) {
+               delete img;
+       }
+}
+
+void Texture::set_wrapping(unsigned int wrap)
+{
+       if(!target) {
+               return;
+       }
+
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap);
+       glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap);
+       glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap);
+}
+
+void Texture::set_filtering(unsigned int filt)
+{
+       unsigned int mag_filter;
+
+       if(!target) {
+               return;
+       }
+
+       switch(filt) {
+       case GL_LINEAR_MIPMAP_NEAREST:
+       case GL_LINEAR_MIPMAP_LINEAR:
+               mag_filter = GL_LINEAR;
+               break;
+
+       case GL_NEAREST_MIPMAP_NEAREST:
+       case GL_NEAREST_MIPMAP_LINEAR:
+               mag_filter = GL_NEAREST;
+               break;
+
+       default:
+               mag_filter = filt;
+       }
+
+       set_filtering(filt, mag_filter);
+}
+
+void Texture::set_filtering(unsigned int min_filt, unsigned int mag_filt)
+{
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filt);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filt);
+}
+
+unsigned int Texture::get_format() const
+{
+       return texfmt;
+}
+
+int Texture::get_size(int dim) const
+{
+       if(dim < 0 || dim >= 3) {
+               return 0;
+       }
+       return sz[dim];
+}
+
+unsigned int Texture::get_id() const
+{
+       return id;
+}
+
+TextureType Texture::get_type() const
+{
+       return target_to_type(target);
+}
+
+void Texture::bind(int tex_unit) const
+{
+       glActiveTexture(GL_TEXTURE0 + tex_unit);
+       glBindTexture(target, id);
+       glActiveTexture(GL_TEXTURE0);
+
+       cur_target[tex_unit] = target;
+}
+
+
+void Texture::create(int xsz, int ysz, TextureType textype, unsigned int ifmt)
+{
+       if(textype == TEX_CUBE && xsz != ysz) {
+               fprintf(stderr, "trying to create cubemap with different width and height (%dx%d)\n", xsz, ysz);
+               return;
+       }
+
+       int fmt = glfmt_from_ifmt(ifmt);
+       int type = gltype_from_ifmt(ifmt);
+
+       target = type_to_target(textype);
+
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+       switch(type) {
+       case TEX_2D:
+               glTexImage2D(GL_TEXTURE_2D, 0, glifmt_from_ifmt(ifmt), xsz, ysz, 0, fmt, type, 0);
+               break;
+
+       case TEX_CUBE:
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+               for(int i=0; i<6; i++) {
+                       glTexImage2D(cube_faces[i], 0, ifmt, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+               }
+               break;
+       }
+
+       sz[0] = xsz;
+       sz[1] = ysz;
+       texfmt = ifmt;
+}
+
+#define DEF_IMAGE_SIZE 64
+void Texture::create_default(TextureType type)
+{
+       if(!default_img) {
+               default_img = new Image;
+               default_img->create(DEF_IMAGE_SIZE, DEF_IMAGE_SIZE, Image::FMT_RGBA);
+
+               unsigned char *pixels = (unsigned char*)default_img->get_pixels();
+               for(int i=0; i<DEF_IMAGE_SIZE; i++) {
+                       for(int j=0; j<DEF_IMAGE_SIZE; j++) {
+                               bool chess = ((i >> 3) & 1) == ((j >> 3) & 1);
+                               pixels[0] = chess ? 255 : 32;
+                               pixels[1] = 64;
+                               pixels[2] = chess ? 32 : 255;
+                               pixels[3] = 255;
+                       }
+               }
+       }
+
+       switch(type) {
+       case TEX_2D:
+               set_image(*default_img);
+               break;
+
+       case TEX_CUBE:
+               for(int i=0; i<6; i++) {
+                       set_image(*default_img, i);
+               }
+               break;
+       }
+}
+
+void Texture::set_image(const Image &img, int idx)
+{
+       if(idx >= 0 && idx < 6) {
+               set_image_cube(img, idx);
+       } else {
+               if(!set_image_cube(img)) {
+                       set_image_2d(img);
+               }
+       }
+}
+
+void Texture::set_image_2d(const Image &img)
+{
+       texfmt = glifmt_from_imgfmt(img.get_format());
+       unsigned int fmt = glfmt_from_ifmt(texfmt);
+       unsigned int type = gltype_from_ifmt(texfmt);
+
+       sz[0] = img.get_width();
+       sz[1] = img.get_height();
+
+       target = GL_TEXTURE_2D;
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+#ifdef __GLEW_H__
+       if(GLEW_SGIS_generate_mipmap) {
+               glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+#endif
+               glTexImage2D(target, 0, texfmt, sz[0], sz[1], 0, fmt, type, img.get_pixels());
+#ifdef __GLEW_H__
+       } else {
+               gluBuild2DMipmaps(target, texfmt, sz[0], sz[1], fmt, type, img.get_pixels());
+       }
+#endif
+
+#ifdef GL_ES_VERSION_2_0
+       glGenerateMipmap(target);
+#endif
+}
+
+bool Texture::set_image_cube(const Image &img, int idx)
+{
+       if(idx < 0 || idx >= 6) {
+               return false;
+       }
+
+       texfmt = glifmt_from_imgfmt(img.get_format());
+       unsigned int fmt = glfmt_from_ifmt(texfmt);
+       unsigned int type = gltype_from_ifmt(texfmt);
+
+       sz[0] = img.get_width();
+       sz[1] = img.get_height();
+
+       target = GL_TEXTURE_CUBE_MAP;
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+       glTexImage2D(cube_faces[idx], 0, texfmt, sz[0], sz[1], 0, fmt, type, img.get_pixels());
+       return true;
+}
+
+bool Texture::set_image_cube(const Image &img)
+{
+       static const float one_third = 1.0 / 3.0;
+       static const float two_thirds = 2.0 / 3.0;
+       static const float hcross[2][6] = {
+               {0.5, 0.0, 0.25, 0.25, 0.25, 0.75}, {one_third, one_third, 0.0, two_thirds, one_third, one_third} };
+       static const float vcross[2][6] = {
+               {two_thirds, 0.0, one_third, one_third, one_third, one_third}, {0.25, 0.25, 0.0, 0.5, 0.25, 0.75} };
+       static const float hsix[2][6] = {
+               {0.0, 0.0, one_third, one_third, two_thirds, two_thirds}, {0.0, 0.5, 0.0, 0.5, 0.0, 0.5} };
+
+       int xsz = img.get_width();
+       int ysz = img.get_height();
+
+       if(xsz / 4 == ysz / 3) {
+               // horizontal cross, assume the vertical bit is center-left
+               return set_cube_multi(img, hcross[0], hcross[1], xsz / 4);
+       }
+       if(xsz / 3 == ysz / 4) {
+               // vertical cross, assume the horizontal bit is center-top (180-rotated image 5)
+               return set_cube_multi(img, vcross[0], vcross[1], ysz / 4, (1 << 5));
+       }
+       if(xsz / 3 == ysz / 2) {
+               // horizontal sixpack
+               return set_cube_multi(img, hsix[0], hsix[1], ysz / 2);
+       }
+
+       return false;
+}
+
+
+bool Texture::load(const char *fname)
+{
+       Image img;
+       if(!img.load(fname)) {
+               fprintf(stderr, "failed to load 2D texture: %s\n", fname);
+               return false;
+       }
+       set_image(img);
+
+       printf("loaded 2D texture: %s\n", fname);
+       return true;
+}
+
+bool Texture::load_cube(const char *fname)
+{
+       Image img;
+       if(!img.load(fname)) {
+               return false;
+       }
+       return set_image_cube(img);
+}
+
+bool Texture::set_cube_multi(const Image &img, const float *xoffsets, const float *yoffsets, float sz,
+               unsigned int rotmask)
+{
+       for(int i=0; i<6; i++) {
+               Image face;
+
+               int xoffs = xoffsets[i] * img.get_width();
+               int yoffs = yoffsets[i] * img.get_height();
+
+               if(!face.set_pixels(sz, sz, img.get_pixels(), xoffs, yoffs, img.get_width(), img.get_format())) {
+                       return false;
+               }
+
+               if(rotmask & (1 << i)) {
+                       face.rotate_180();
+               }
+               set_image_cube(face, i);
+       }
+       return true;
+}
+
+static int glifmt_from_ifmt(unsigned int ifmt)
+{
+#ifdef GL_ES_VERSION_2_0
+       switch(ifmt) {
+       case GL_LUMINANCE16F_ARB:
+       case GL_LUMINANCE32F_ARB:
+               ifmt = GL_LUMINANCE;
+               break;
+
+       case GL_RGB16F:
+       case GL_RGB32F:
+               ifmt = GL_RGB;
+               break;
+
+       case GL_RGBA16F:
+       case GL_RGBA32F:
+               ifmt = GL_RGBA;
+               break;
+
+       default:
+               break;
+       }
+#endif
+       return ifmt;    // by default just pass it through...
+}
+
+static int glfmt_from_ifmt(unsigned int ifmt)
+{
+       switch(ifmt) {
+       case GL_LUMINANCE16F_ARB:
+       case GL_LUMINANCE32F_ARB:
+               return GL_LUMINANCE;
+
+       case GL_RGB16F:
+       case GL_RGB32F:
+               return GL_RGB;
+
+       case GL_RGBA16F:
+       case GL_RGBA32F:
+               return GL_RGBA;
+
+       default:
+               break;
+       }
+       return ifmt;
+}
+
+static int gltype_from_ifmt(unsigned int ifmt)
+{
+       switch(ifmt) {
+       case GL_RGB16F:
+       case GL_RGBA16F:
+       case GL_LUMINANCE16F_ARB:
+#ifdef GL_ES_VERSION_2_0
+               return GL_HALF_FLOAT_OES;
+#endif
+       case GL_RGB32F:
+       case GL_RGBA32F:
+       case GL_LUMINANCE32F_ARB:
+               return GL_FLOAT;
+
+       default:
+               break;
+       }
+       return GL_UNSIGNED_BYTE;
+}
+
+static int glifmt_from_imgfmt(Image::Format fmt)
+{
+       switch(fmt) {
+       case Image::FMT_GREY:
+               return GL_LUMINANCE;
+       case Image::FMT_GREY_FLOAT:
+               return GL_LUMINANCE16F_ARB;
+       case Image::FMT_RGB:
+               return GL_RGB;
+       case Image::FMT_RGB_FLOAT:
+               return GL_RGB16F;
+       case Image::FMT_RGBA:
+               return GL_RGBA;
+       case Image::FMT_RGBA_FLOAT:
+               return GL_RGBA16F;
+       default:
+               break;
+       }
+       return 0;
+}
+
+static unsigned int type_to_target(TextureType type)
+{
+       return type == TEX_CUBE ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+}
+
+static TextureType target_to_type(unsigned int targ)
+{
+       return targ == GL_TEXTURE_CUBE_MAP ? TEX_CUBE : TEX_2D;
+}
+
+// ---- TextureSet ----
+TextureSet::TextureSet()
+       : DataSet<Texture*>(create_tex, load_tex, done_tex, free_tex)
+{
+}
+
+Texture *TextureSet::get_texture(const char *name, TextureType type) const
+{
+       typename std::map<std::string, Texture*>::const_iterator iter = data.find(name);
+       if(iter != data.end()) {
+               return iter->second;
+       }
+
+       Texture *res = create();
+       res->create_default(type);
+       resman_lookup(rman, name, res);
+       return res;
+}
+
+// static callbacks
+
+Texture *TextureSet::create_tex()
+{
+       return new Texture;
+}
+
+bool TextureSet::load_tex(Texture *tex, const char *fname)
+{
+       Image *img = new Image;
+       if(!img->load(fname)) {
+               delete img;
+               return false;
+       }
+
+       delete tex->img;
+       tex->img = img;
+
+       return true;
+}
+
+bool TextureSet::done_tex(Texture *tex)
+{
+       if(!tex->img) {
+               return false;
+       }
+
+       tex->set_image(*tex->img);
+       return true;
+}
+
+void TextureSet::free_tex(Texture *tex)
+{
+       delete tex;
+}
diff --git a/src/texture.h b/src/texture.h
new file mode 100644 (file)
index 0000000..09b2c91
--- /dev/null
@@ -0,0 +1,74 @@
+#ifndef TEXTURE_H_
+#define TEXTURE_H_
+
+#include "dataset.h"
+#include "opengl.h"
+
+class Image;
+
+enum TextureType { TEX_2D, TEX_CUBE };
+
+class Texture {
+private:
+       unsigned int id;
+       unsigned int target;
+       unsigned int texfmt;
+       int sz[3];
+       Image *img;
+       static Image *default_img;
+
+       Texture(const Texture &tex) {}
+       Texture &operator =(const Texture &tex) { return *this; }
+
+       void set_image_2d(const Image &img);
+       bool set_image_cube(const Image &img, int idx);
+       bool set_image_cube(const Image &img);
+
+       bool load_cube(const char *fname);
+
+       /* for loading multiple cubemap faces from a single image */
+       bool set_cube_multi(const Image &img, const float *xoffsets, const float *yoffsets, float sz,
+               unsigned int rotmask = 0);
+
+public:
+       Texture();
+       ~Texture();
+
+       void set_wrapping(unsigned int wrap);
+       void set_filtering(unsigned int filt);
+       void set_filtering(unsigned int min_filt, unsigned int mag_filt);
+
+       unsigned int get_format() const;
+
+       int get_size(int dim) const;
+
+       void create(int xsz, int ysz, TextureType type = TEX_2D, unsigned int ifmt = GL_RGBA);
+       void create_default(TextureType type = TEX_2D);
+       void set_image(const Image &img, int idx = -1);
+
+       bool load(const char *fname);
+
+       unsigned int get_id() const;
+       TextureType get_type() const;
+
+       void bind(int tex_unit = 0) const;
+
+       friend class TextureSet;
+};
+
+void bind_texture(Texture *tex, int tunit = 0);
+
+class TextureSet : public DataSet<Texture*> {
+private:
+       static Texture *create_tex();
+       static bool load_tex(Texture *tex, const char *fname);
+       static bool done_tex(Texture *tex);
+       static void free_tex(Texture *tex);
+
+public:
+       TextureSet();
+
+       Texture *get_texture(const char *name, TextureType type = TEX_2D) const;
+};
+
+#endif // TEXTURE_H_