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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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#include "material.h" |
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using namespace gl; |
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pass_data pass_depth (0, DEPTH); |
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pass_data pass_postdepth (0, POSTDEPTH); |
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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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struct occ_query_material : material |
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{ |
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void vsh (view &ctx); |
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void fsh (view &ctx); |
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}; |
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static struct occ_query_material occ_query_material; |
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void occ_query_material::vsh (view &ctx) |
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{ |
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std_vsh (); |
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} |
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void occ_query_material::fsh (view &ctx) |
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{ |
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// nop |
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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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|
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glViewport (0, 0, w, h); |
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glMatrixMode (GL_PROJECTION); |
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GLdouble aspect = (GLdouble)w/h; |
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GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
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GLdouble ymax = ftan; |
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GLdouble xmax = ymax * aspect; |
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matrix perspective; |
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{ |
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matrix &m = perspective; |
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m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
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m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
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m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1; |
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m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; |
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glLoadMatrixf (perspective); |
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} |
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//glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
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|
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perspfact = z_near / ymax * 0.5F * h; |
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|
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glMatrixMode (GL_MODELVIEW); |
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glLoadIdentity (); |
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matrix &m = projection; |
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d = normalize (d);//D |
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u = normalize (u);//D |
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|
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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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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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glTranslatef (-p.x, -p.y, -p.z); |
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glGetFloatv (GL_MODELVIEW_MATRIX, m); |
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m = perspective * 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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#if 0 |
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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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#endif |
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1.59 |
|
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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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1.18 |
} |
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void view::begin () |
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{ |
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root |
1.53 |
generation++; |
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root |
1.19 |
vislist.clear (); |
208 |
root |
1.18 |
|
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root |
1.60 |
z_near = max (nz_near, 1.F); |
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z_far = max (nz_far, z_near * 2.F); |
211 |
root |
1.43 |
c_far = nc_far; |
212 |
root |
1.48 |
|
213 |
root |
1.43 |
reset_projection (); |
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215 |
root |
1.65 |
nz_near = 100.; |
216 |
root |
1.60 |
nc_far = nz_far = 1.F; |
217 |
root |
1.77 |
|
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first_lighted = false; |
219 |
root |
1.18 |
} |
220 |
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void view::end () |
222 |
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{ |
223 |
root |
1.40 |
vislist.clear (); |
224 |
root |
1.18 |
} |
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226 |
root |
1.50 |
#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
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228 |
root |
1.76 |
void view::render (pass_data &pass) |
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root |
1.18 |
{ |
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root |
1.76 |
this->pass = &pass; |
231 |
root |
1.18 |
|
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root |
1.76 |
switch (pass.type) |
233 |
root |
1.18 |
{ |
234 |
root |
1.52 |
case DEPTH: |
235 |
root |
1.63 |
glColorMask (1, 1, 1, 1); |
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glDepthMask (1); |
237 |
root |
1.75 |
glDisable (GL_BLEND); |
238 |
root |
1.63 |
|
239 |
root |
1.75 |
//glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
240 |
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
241 |
root |
1.63 |
|
242 |
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//glEnable (GL_STENCIL_TEST); // for depth-passes |
243 |
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//glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
244 |
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//glStencilFunc (GL_LESS, 1, 255); |
245 |
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246 |
root |
1.52 |
//glEnable (GL_POLYGON_OFFSET_FILL); |
247 |
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//glPolygonOffset (0, 5); |
248 |
root |
1.75 |
glEnable (GL_CULL_FACE); |
249 |
root |
1.52 |
glDisable (GL_MINMAX); |
250 |
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glDepthRange (DEPTH_OFFSET, 1.); |
251 |
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glDepthFunc (GL_LESS); |
252 |
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glEnable (GL_DEPTH_TEST); |
253 |
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glColorMask (0, 0, 0, 0); |
254 |
root |
1.59 |
glDisable (GL_DEPTH_CLAMP_NV); |
255 |
root |
1.54 |
|
256 |
root |
1.61 |
world.detect_visibility (*this); |
257 |
root |
1.54 |
|
258 |
root |
1.77 |
for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
259 |
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(*i)->draw_depth (*this); |
260 |
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261 |
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if (pass.type == DEPTH) |
262 |
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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 |
263 |
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264 |
root |
1.52 |
break; |
265 |
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266 |
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case POSTDEPTH: |
267 |
root |
1.59 |
glDepthRange (0., 1. - DEPTH_OFFSET); |
268 |
root |
1.57 |
glDepthFunc (GL_LESS); |
269 |
root |
1.52 |
glColorMask (0, 0, 0, 0); |
270 |
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glDepthMask (0); |
271 |
root |
1.59 |
glEnable (GL_DEPTH_CLAMP_NV); |
272 |
root |
1.63 |
glDisable (GL_STENCIL_TEST); |
273 |
root |
1.75 |
glDisable (GL_CULL_FACE); |
274 |
root |
1.53 |
|
275 |
root |
1.76 |
occ_query_material.enable (*this); |
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277 |
root |
1.53 |
// check occlusion queries |
278 |
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for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
279 |
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{ |
280 |
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occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
281 |
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i->recv->event (oq); |
282 |
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} |
283 |
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284 |
root |
1.76 |
occ_query_material.disable (*this); |
285 |
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286 |
root |
1.53 |
occ_queries.clear (); |
287 |
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288 |
root |
1.77 |
for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
289 |
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(*i)->draw_postdepth (*this); |
290 |
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291 |
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first_lighted = true; |
292 |
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293 |
root |
1.52 |
break; |
294 |
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295 |
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case LIGHTED: |
296 |
root |
1.77 |
if (first_lighted) |
297 |
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glDisable (GL_BLEND); |
298 |
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else |
299 |
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{ |
300 |
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glBlendFunc (GL_ONE, GL_ONE); |
301 |
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glEnable (GL_BLEND); |
302 |
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} |
303 |
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304 |
root |
1.75 |
//glClear (GL_STENCIL_BUFFER_BIT); |
305 |
root |
1.63 |
//glEnable (GL_STENCIL_TEST); |
306 |
root |
1.77 |
glEnable (GL_CULL_FACE); |
307 |
root |
1.52 |
glEnable (GL_MINMAX); |
308 |
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glDepthRange (0., 1. - DEPTH_OFFSET); |
309 |
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glDepthFunc (GL_LESS); |
310 |
root |
1.53 |
glColorMask (1, 1, 1, 1); |
311 |
root |
1.52 |
glDepthMask (0); |
312 |
root |
1.59 |
glDisable (GL_DEPTH_CLAMP_NV); |
313 |
root |
1.54 |
|
314 |
root |
1.77 |
for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
315 |
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(*i)->draw_lighted (*this); |
316 |
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317 |
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first_lighted = false; |
318 |
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319 |
root |
1.52 |
break; |
320 |
root |
1.18 |
} |
321 |
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|
322 |
root |
1.56 |
drawn.clear (); |
323 |
root |
1.1 |
} |
324 |
root |
1.6 |
|
325 |
root |
1.69 |
void light::enable () |
326 |
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{ |
327 |
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lightpos->set (p); |
328 |
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} |
329 |
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330 |
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void light::disable () |
331 |
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{ |
332 |
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} |
333 |
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334 |
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static shader::varying_1f camdist; |
335 |
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static shader::varying_3f lightvec; |
336 |
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337 |
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void linear_light::vsh () |
338 |
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{ |
339 |
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using namespace shader::compile; |
340 |
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341 |
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lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
342 |
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camdist = max (1 - length (lightvec) / radius, 0); |
343 |
root |
1.73 |
|
344 |
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fsh (); |
345 |
root |
1.69 |
} |
346 |
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|
347 |
root |
1.73 |
void linear_light::fsh () |
348 |
root |
1.69 |
{ |
349 |
|
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using namespace shader::compile; |
350 |
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|
351 |
root |
1.73 |
sh_lightvec = lightvec; |
352 |
root |
1.75 |
sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F)); |
353 |
root |
1.69 |
} |
354 |
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|
355 |
root |
1.1 |
|