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/cvs/libgender/view.C
Revision: 1.74
Committed: Sat Nov 6 04:26:18 2004 UTC (19 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +7 -6 lines
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File Contents

# User Rev Content
1 root 1.1 #include <cmath>
2    
3 root 1.45 #include "opengl.h"
4 root 1.26
5 root 1.37 #include "view.h"
6 root 1.1 #include "oct.h"
7    
8 root 1.55 using namespace gl;
9    
10 root 1.68 pass pass_depth (0);
11    
12 root 1.37 vector<GLuint> occ_query_objects;
13    
14     static GLuint begin_occ_query ()
15     {
16     GLuint id;
17    
18     if (occ_query_objects.size ())
19     {
20     id = *(occ_query_objects.end () - 1);
21     occ_query_objects.pop_back ();
22     }
23     else
24 root 1.66 glGenQueries (1, &id);
25 root 1.37
26 root 1.66 glBeginQuery (GL_SAMPLES_PASSED, id);
27 root 1.37 return id;
28     }
29    
30     inline void end_occ_query ()
31     {
32 root 1.66 glEndQuery (GL_SAMPLES_PASSED);
33 root 1.37 }
34    
35     static GLuint occ_query_result (GLuint id)
36     {
37     GLuint count;
38    
39 root 1.66 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
40 root 1.37 occ_query_objects.push_back (id);
41    
42     return count;
43     }
44    
45 root 1.17 view::view ()
46 root 1.60 : gamma(1.0), nz_near (1.F), nz_far (2.F)
47 root 1.1 {
48     }
49    
50 root 1.17 view::~view ()
51 root 1.1 {
52     }
53    
54 root 1.51 void view::begin_occ_query (recv_occ_query &recv, void *id)
55 root 1.37 {
56 root 1.51 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
57 root 1.37 }
58    
59     void view::end_occ_query ()
60     {
61     ::end_occ_query ();
62     }
63    
64 root 1.34 bool view::may_draw (const entity *e)
65 root 1.1 {
66     if (drawn.find (e) != drawn.end ())
67     return false;
68    
69     drawn.insert (e);
70     return true;
71     }
72    
73 root 1.51 visibility_base *visible::get_visibility (view &ctx)
74     {
75     view::visibility_map::iterator i = ctx.vismap.find (this);
76     visibility_base *vs;
77    
78     if (i == ctx.vismap.end ())
79     {
80     vs = new_visibility ();
81     ctx.vismap.insert (view::visibility_map::value_type (this, vs));
82     }
83     else
84     {
85     vs = i->second;
86    
87     if (vs->generation != ctx.generation)
88     {
89     if (vs->generation + 1 != ctx.generation)
90     clear_visibility (vs);
91    
92     vs->generation = ctx.generation;
93     }
94     }
95    
96     return vs;
97     }
98    
99 root 1.18 void view::reset_projection ()
100 root 1.1 {
101 root 1.42 renormalize (orig, p);
102 root 1.3
103 root 1.1 glViewport (0, 0, w, h);
104    
105     glMatrixMode (GL_PROJECTION);
106     glLoadIdentity ();
107    
108     GLdouble aspect = (GLdouble)w/h;
109 root 1.59 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110     GLdouble ymax = z_near * ftan;
111     GLdouble xmax = ymax * aspect;
112 root 1.1
113 root 1.72 matrix perspective;
114 root 1.74 #if 1
115 root 1.72 {
116     matrix &m = perspective;
117    
118 root 1.74 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
119     m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
120     m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0;
121     m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
122    
123     glLoadMatrixf (perspective);
124 root 1.72 }
125     #else
126 root 1.59 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
127 root 1.72 #endif
128    
129     glGetFloatv (GL_PROJECTION_MATRIX, perspective);
130 root 1.1
131 root 1.59 perspfact = z_near / ymax * 0.5F * h;
132 root 1.48
133 root 1.72 glMatrixMode (GL_MODELVIEW);
134     glLoadIdentity ();
135     matrix &m = projection;
136    
137 root 1.6 d = normalize (d);//D
138     u = normalize (u);//D
139 root 1.41
140 root 1.1 vec3 rz = -d;
141     vec3 rx = cross (u, rz);
142     vec3 ry = cross (rz, rx);
143    
144 root 1.16 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
145     m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
146     m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
147 root 1.3 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
148 root 1.37
149 root 1.38 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
150 root 1.48 //printf ("diagfact = %f\n", diagfact);
151 root 1.41 diagfact = sqrtf (3.);//D WHY???
152 root 1.3
153 root 1.38 glMultMatrixf (m);
154 root 1.63
155 root 1.72 glGetFloatv (GL_MODELVIEW_MATRIX, m);
156    
157     m = perspective * m;
158 root 1.5
159 root 1.17 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) );
160     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) );
161     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) );
162     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) );
163     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) );
164     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) );
165 root 1.1
166 root 1.59 {
167     GLdouble frustlen = z_far - z_near;
168     GLdouble fheight = frustlen * ftan;
169     GLdouble fwidth = fheight * w / h;
170     point half (0, 0, z_near + frustlen * .5);
171     point corner (fwidth, fheight, frustlen);
172    
173     frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
174     }
175    
176     {
177     GLdouble depth = h / ftan;
178    
179     frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
180     }
181    
182 root 1.67 glTranslatef (-p.x, -p.y, -p.z);
183 root 1.18 }
184    
185     void view::begin ()
186     {
187 root 1.53 generation++;
188    
189 root 1.19 vislist.clear ();
190 root 1.18
191 root 1.60 z_near = max (nz_near, 1.F);
192     z_far = max (nz_far, z_near * 2.F);
193 root 1.43 c_far = nc_far;
194 root 1.48
195 root 1.43 reset_projection ();
196    
197 root 1.65 nz_near = 100.;
198 root 1.60 nc_far = nz_far = 1.F;
199 root 1.18 }
200    
201     void view::end ()
202     {
203 root 1.40 vislist.clear ();
204 root 1.18 }
205    
206 root 1.50 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
207    
208 root 1.68 void view::render (enum pass_type p, pass &data)
209 root 1.18 {
210 root 1.68 pass_type = p;
211     pass_data = &data;
212 root 1.18
213 root 1.68 switch (pass_type)
214 root 1.18 {
215 root 1.52 case DEPTH:
216 root 1.63 glColorMask (1, 1, 1, 1);
217     glDepthMask (1);
218    
219     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
220    
221     //glEnable (GL_STENCIL_TEST); // for depth-passes
222     //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
223     //glStencilFunc (GL_LESS, 1, 255);
224    
225 root 1.52 //glEnable (GL_POLYGON_OFFSET_FILL);
226     //glPolygonOffset (0, 5);
227     glDisable (GL_MINMAX);
228     glDepthRange (DEPTH_OFFSET, 1.);
229     glDepthFunc (GL_LESS);
230     glEnable (GL_DEPTH_TEST);
231     glColorMask (0, 0, 0, 0);
232 root 1.59 glDisable (GL_DEPTH_CLAMP_NV);
233 root 1.54
234 root 1.61 world.detect_visibility (*this);
235 root 1.54
236 root 1.52 break;
237    
238     case POSTDEPTH:
239 root 1.59 glDepthRange (0., 1. - DEPTH_OFFSET);
240 root 1.57 glDepthFunc (GL_LESS);
241 root 1.52 glColorMask (0, 0, 0, 0);
242     glDepthMask (0);
243 root 1.59 glEnable (GL_DEPTH_CLAMP_NV);
244 root 1.63 glDisable (GL_STENCIL_TEST);
245 root 1.53
246     // check occlusion queries
247     for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
248     {
249     occ_query oq(*this, i->data, ::occ_query_result (i->id));
250     i->recv->event (oq);
251     }
252    
253     occ_queries.clear ();
254    
255 root 1.52 break;
256    
257     case LIGHTED:
258 root 1.63 glClear (GL_STENCIL_BUFFER_BIT);
259     //glEnable (GL_STENCIL_TEST);
260 root 1.52 glEnable (GL_MINMAX);
261     glDepthRange (0., 1. - DEPTH_OFFSET);
262     glDepthFunc (GL_LESS);
263 root 1.53 glColorMask (1, 1, 1, 1);
264 root 1.52 glDepthMask (0);
265 root 1.59 glDisable (GL_DEPTH_CLAMP_NV);
266 root 1.54
267 root 1.52 break;
268 root 1.18 }
269    
270 root 1.61 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
271     (*i)->display (*this);
272 root 1.62
273 root 1.68 if (pass_type == DEPTH)
274 root 1.62 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
275 root 1.61
276 root 1.56 drawn.clear ();
277    
278 root 1.52 #if 0
279 root 1.56 if (pass == view::DEPTH)
280 root 1.25 {
281 root 1.27 glEnable (GL_DEPTH_CLAMP_NV);
282 root 1.42 glDepthMask (0);
283 root 1.30 glDepthFunc (GL_LESS);
284 root 1.25
285 root 1.37 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
286     {
287 root 1.48 begin_occ_query (**i);
288 root 1.37 (*i)->draw_bbox (*this);
289 root 1.48 end_occ_query ();
290 root 1.30 }
291 root 1.27
292     glDisable (GL_DEPTH_CLAMP_NV);
293 root 1.25 }
294 root 1.52 #endif
295 root 1.1 }
296 root 1.6
297 root 1.69 void light::enable ()
298     {
299     lightpos->set (p);
300     }
301    
302     void light::disable ()
303     {
304     }
305    
306     static shader::varying_1f camdist;
307     static shader::varying_3f lightvec;
308    
309     void linear_light::vsh ()
310     {
311     using namespace shader::compile;
312    
313     lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
314     camdist = max (1 - length (lightvec) / radius, 0);
315 root 1.73
316     fsh ();
317 root 1.69 }
318    
319 root 1.73 void linear_light::fsh ()
320 root 1.69 {
321     using namespace shader::compile;
322    
323 root 1.73 sh_lightvec = lightvec;
324     sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
325 root 1.69 }
326    
327 root 1.1