#include #include using namespace std; #include "opengl.h" #include "oct.h" #include "view.h" #include "entity.h" #include "material.h" //DEBUG enum visibility_state { PARTIAL, // surrounding the viewpoint FULL, // in frustum OCCLUDED, // in frustom, but occluded }; struct evis { entity *e; visibility_state state; double last; // time of last check void clear () { last = 0.; state = FULL; } evis () { clear (); } }; struct oct_visibility : visibility_base { vector vismap; visibility_state state; int nvis; evis &get_visibility (int i, entity *e) { evis &evs = vismap [i]; if (evs.e != e) { evs.clear (); evs.e = e; } return evs; } oct_visibility (octant &oct) : state(FULL), nvis (1) { } }; octant world(0, sector (0, 0, 0), MAXEXTENT); octant::octant (octant *parent, const sector &orig, uoffs extent) : parent(parent) , orig(orig) , extent(extent) { for (fill = 8; fill--; ) sub[fill] = 0; } visibility_base *octant::new_visibility () { return new oct_visibility (*this); } void octant::clear_visibility (visibility_base *vs) { ((oct_visibility *)vs)->vismap.clear (); ((oct_visibility *)vs)->state = FULL; } octant::~octant () { for (fill = 8; fill--; ) delete sub[fill]; } static bool overlap (const sector &orig, uoffs extent, const sector &a, const sector &b) { sector size = (b - a + 1) >> 1; sector center = a + size; return abs (orig - center) <= extent + size; } static sector offset (const sector &s, int subindex, uoffs extent) { return sector ( s.x + (subindex & 1 ? extent : -extent), s.y + (subindex & 2 ? extent : -extent), s.z + (subindex & 4 ? extent : -extent) ); } void octant::add (entity *e) { const sector &a = e->a; const sector &b = e->b; uoffs size = max (abs (b - a)); if (size >= extent >> 4) { if (overlap (orig, extent, a, b)) { push_back (e); e->o.push_back (this); } } else { uoffs extent2 = extent >> 1; for (int i = 8; i--; ) { sector s = offset (orig, i, extent2); if (overlap (s, extent2, a, b)) { if (!sub[i]) { sub[i] = new octant (this, s, extent2); fill++; } sub[i]->add (e); } } } } void octant::remove (entity *e) { } bool octant::detect_visibility (view &ctx) //, bool fully_visible) { sector centeri = orig - ctx.orig; point centerf = point (centeri); GLfloat rad = ctx.diagfact * extent; if (!overlap (ctx.frustum.c, sphere (centerf, rad))) return false; oct_visibility &vs = *(oct_visibility *)get_visibility (ctx); if (max (centeri) < extent) vs.state = PARTIAL; else { if (distance (ctx.frustum.t, centerf) < -rad) return false; if (distance (ctx.frustum.b, centerf) < -rad) return false; if (distance (ctx.frustum.l, centerf) < -rad) return false; if (distance (ctx.frustum.r, centerf) < -rad) return false; if (distance (ctx.frustum.n, centerf) < -rad) return false; } #if 0 GLfloat fd = distance (ctx.frustum.f, centerf); if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) return false; #endif // very important, optimize? GLfloat z = length (ctx.p - centerf) + rad; if (z < 0.F || ctx.perspfact * extent / z < 10.) // very crude "too small to see" check return false; #if 0 if (vs.state == PARTIAL || vs.state == FULL) ctx.nc_far = max (ctx.nc_far, z); #endif if (vs.state == OCCLUDED) { ctx.postdepthlist.push_back (this); return false; } bool visible = size () && vs.state != OCCLUDED; // node to start with unsigned char si = centeri.x > 0 ? 1 : 0 | centeri.y > 0 ? 2 : 0 | centeri.z > 0 ? 4 : 0; // bit-toggle to find next child for front-to-back order static unsigned char toggle[8+1] = { 0, 0^1, 1^2, 2^4, 4^3, 3^5, 5^6, 6^7, 0 }; unsigned char *next = toggle; do { si ^= *next; if (sub[si]) visible = visible | sub[si]->detect_visibility (ctx); } while (*++next); if (visible) { if (size ()) ctx.vislist.push_back (this); ctx.postdepthlist.push_back (this); } else if (vs.state != PARTIAL) { //vs.state = OCCLUDED; ctx.postdepthlist.push_back (this); } return visible; } void octant::draw_depth (view &ctx) { oct_visibility &vs = *(oct_visibility *)get_visibility (ctx); vs.vismap.resize (size ()); if (vs.state == OCCLUDED) return; for (int i = 0; i < size (); ++i) { entity *e = (*this)[i]; const evis &evs = vs.get_visibility (i, e); if (evs.state != OCCLUDED) { if (!ctx.may_draw (e)) continue; sector center = ((e->a + e->b) >> 1) - ctx.orig; GLfloat z = length (vec3 (center)); ctx.pixfact = ctx.perspfact / z; ctx.nz_far = max (ctx.nz_far, z + extent); ctx.nz_near = min (ctx.nz_near, z - extent); e->draw (ctx); } } } void octant::draw_postdepth (view &ctx) { oct_visibility &vs = *(oct_visibility *)get_visibility (ctx); if (vs.state == OCCLUDED || vs.nvis == 0) { ctx.begin_occ_query (*this, 0); sector s = orig - ctx.orig; gl::draw_bbox (s - extent, s + extent); ctx.end_occ_query (); } else { vs.nvis = 0; for (int i = 0; i < size (); ++i) { entity *e = (*this)[i]; const evis &evs = vs.get_visibility (i, e); if (evs.state == OCCLUDED) { if (!ctx.may_draw (e)) continue; ctx.begin_occ_query (*this, e); gl::draw_bbox (e->a - ctx.orig, e->b - ctx.orig); ctx.end_occ_query (); } else vs.nvis++; } } } void octant::draw_lighted (view &ctx) { oct_visibility &vs = *(oct_visibility *)get_visibility (ctx); #if 0 if (vs.state == FULL || vs.state == OCCLUDED) { sector s = orig - ctx.orig; debugmat->enable (ctx); if (max (s) >= extent) gl::draw_bbox (s - extent, s + extent); debugmat->disable (ctx); //printf ("DLP %ld %ld %ld (%ld)\n", orig.x, orig.y, orig.z, extent);//D } #endif if (vs.state == OCCLUDED) return; for (int i = 0; i < size (); ++i) { entity *e = (*this)[i]; evis &evs = vs.get_visibility (i, e); if (evs.state != OCCLUDED) { if (!ctx.may_draw (e)) continue; sector center = ((e->a + e->b) >> 1) - ctx.orig; GLfloat z = length (vec3 (center)); ctx.pixfact = ctx.perspfact / z; if (ctx.pass->type != LIGHTED || !ctx.first_lighted || evs.last + 1. > timer.now) e->draw (ctx); else { evs.last = timer.now; ctx.begin_occ_query (*this, e); e->draw (ctx); ctx.end_occ_query (); } } } } void octant::event (occ_query &ev) { oct_visibility &vs = *(oct_visibility *)get_visibility (ev.ctx); entity *e = (entity *)ev.id; if (e) { for (vector::iterator i = vs.vismap.begin (); i != vs.vismap.end (); ++i) if (i->e == e) { i->state = ev.count ? FULL : OCCLUDED; return; } } else { vs.state = ev.count ? FULL : OCCLUDED; vs.nvis = ev.count ? 1 : 0; } }