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#include <cmath> |
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#include "opengl.h" |
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#include "view.h" |
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#include "oct.h" |
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using namespace gl; |
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pass pass_depth (0); |
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vector<GLuint> occ_query_objects; |
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static GLuint begin_occ_query () |
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{ |
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GLuint id; |
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if (occ_query_objects.size ()) |
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{ |
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id = *(occ_query_objects.end () - 1); |
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occ_query_objects.pop_back (); |
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} |
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else |
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glGenQueries (1, &id); |
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|
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glBeginQuery (GL_SAMPLES_PASSED, id); |
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return id; |
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} |
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inline void end_occ_query () |
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{ |
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glEndQuery (GL_SAMPLES_PASSED); |
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} |
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static GLuint occ_query_result (GLuint id) |
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{ |
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GLuint count; |
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glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
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occ_query_objects.push_back (id); |
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return count; |
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} |
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view::view () |
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: gamma(1.0), nz_near (1.F), nz_far (2.F) |
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{ |
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} |
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view::~view () |
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{ |
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} |
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void view::begin_occ_query (recv_occ_query &recv, void *id) |
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{ |
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occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
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} |
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void view::end_occ_query () |
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{ |
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::end_occ_query (); |
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} |
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bool view::may_draw (const entity *e) |
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{ |
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if (drawn.find (e) != drawn.end ()) |
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return false; |
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drawn.insert (e); |
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return true; |
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} |
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visibility_base *visible::get_visibility (view &ctx) |
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{ |
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view::visibility_map::iterator i = ctx.vismap.find (this); |
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visibility_base *vs; |
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if (i == ctx.vismap.end ()) |
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{ |
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vs = new_visibility (); |
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ctx.vismap.insert (view::visibility_map::value_type (this, vs)); |
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} |
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else |
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{ |
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vs = i->second; |
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if (vs->generation != ctx.generation) |
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{ |
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if (vs->generation + 1 != ctx.generation) |
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clear_visibility (vs); |
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vs->generation = ctx.generation; |
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} |
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} |
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return vs; |
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} |
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void view::reset_projection () |
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{ |
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renormalize (orig, p); |
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glViewport (0, 0, w, h); |
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glMatrixMode (GL_PROJECTION); |
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glLoadIdentity (); |
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GLdouble aspect = (GLdouble)w/h; |
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GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
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GLdouble ymax = z_near * ftan; |
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GLdouble xmax = ymax * aspect; |
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glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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perspfact = z_near / ymax * 0.5F * h; |
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d = normalize (d);//D |
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u = normalize (u);//D |
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vec3 rz = -d; |
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vec3 rx = cross (u, rz); |
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vec3 ry = cross (rz, rx); |
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matrix &m = projection; |
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m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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|
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diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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//printf ("diagfact = %f\n", diagfact); |
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diagfact = sqrtf (3.);//D WHY??? |
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|
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glMultMatrixf (m); |
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|
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glGetFloatv (GL_PROJECTION_MATRIX, m); |
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|
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frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) ); |
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frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) ); |
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frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) ); |
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frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) ); |
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frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) ); |
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frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) ); |
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|
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{ |
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GLdouble frustlen = z_far - z_near; |
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GLdouble fheight = frustlen * ftan; |
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GLdouble fwidth = fheight * w / h; |
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point half (0, 0, z_near + frustlen * .5); |
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point corner (fwidth, fheight, frustlen); |
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frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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} |
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{ |
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GLdouble depth = h / ftan; |
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frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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} |
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glMatrixMode (GL_MODELVIEW); |
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glLoadIdentity (); |
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glTranslatef (-p.x, -p.y, -p.z); |
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} |
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void view::begin () |
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{ |
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generation++; |
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vislist.clear (); |
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z_near = max (nz_near, 1.F); |
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z_far = max (nz_far, z_near * 2.F); |
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c_far = nc_far; |
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reset_projection (); |
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nz_near = 100.; |
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nc_far = nz_far = 1.F; |
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} |
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void view::end () |
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{ |
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vislist.clear (); |
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} |
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#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
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void view::render (enum pass_type p, pass &data) |
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{ |
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pass_type = p; |
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pass_data = &data; |
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switch (pass_type) |
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{ |
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case DEPTH: |
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glColorMask (1, 1, 1, 1); |
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glDepthMask (1); |
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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//glEnable (GL_STENCIL_TEST); // for depth-passes |
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//glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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//glStencilFunc (GL_LESS, 1, 255); |
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//glEnable (GL_POLYGON_OFFSET_FILL); |
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//glPolygonOffset (0, 5); |
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glDisable (GL_MINMAX); |
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glDepthRange (DEPTH_OFFSET, 1.); |
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glDepthFunc (GL_LESS); |
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glEnable (GL_DEPTH_TEST); |
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glColorMask (0, 0, 0, 0); |
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glDisable (GL_DEPTH_CLAMP_NV); |
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|
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world.detect_visibility (*this); |
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|
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break; |
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case POSTDEPTH: |
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glDepthRange (0., 1. - DEPTH_OFFSET); |
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glDepthFunc (GL_LESS); |
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glColorMask (0, 0, 0, 0); |
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glDepthMask (0); |
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glEnable (GL_DEPTH_CLAMP_NV); |
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glDisable (GL_STENCIL_TEST); |
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|
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// check occlusion queries |
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for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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{ |
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occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
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i->recv->event (oq); |
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} |
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occ_queries.clear (); |
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break; |
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case LIGHTED: |
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glClear (GL_STENCIL_BUFFER_BIT); |
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//glEnable (GL_STENCIL_TEST); |
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glEnable (GL_MINMAX); |
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glDepthRange (0., 1. - DEPTH_OFFSET); |
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glDepthFunc (GL_LESS); |
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glColorMask (1, 1, 1, 1); |
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glDepthMask (0); |
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glDisable (GL_DEPTH_CLAMP_NV); |
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|
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break; |
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} |
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for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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(*i)->display (*this); |
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|
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if (pass_type == DEPTH) |
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printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D |
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1.61 |
|
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drawn.clear (); |
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#if 0 |
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if (pass == view::DEPTH) |
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{ |
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glEnable (GL_DEPTH_CLAMP_NV); |
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glDepthMask (0); |
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glDepthFunc (GL_LESS); |
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|
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for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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{ |
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begin_occ_query (**i); |
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(*i)->draw_bbox (*this); |
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end_occ_query (); |
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} |
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1.27 |
|
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glDisable (GL_DEPTH_CLAMP_NV); |
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} |
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#endif |
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1.1 |
} |
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1.6 |
|
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void light::enable () |
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{ |
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lightpos->set (p); |
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} |
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void light::disable () |
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{ |
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} |
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static shader::varying_1f camdist; |
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static shader::varying_3f lightvec; |
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void linear_light::vsh () |
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{ |
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using namespace shader::compile; |
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lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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camdist = max (1 - length (lightvec) / radius, 0); |
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} |
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shader::temp_3f linear_light::operator ()() |
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{ |
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using namespace shader::compile; |
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temp_3f res; |
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1.71 |
res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
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1.69 |
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return res; |
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} |
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root |
1.1 |
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