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/cvs/libgender/view.C
Revision: 1.86
Committed: Mon Feb 7 08:51:18 2005 UTC (19 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.85: +1 -1 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 root 1.76 #include "material.h"
8 root 1.1
9 root 1.55 using namespace gl;
10    
11 root 1.76 pass_data pass_depth (0, DEPTH);
12     pass_data pass_postdepth (0, POSTDEPTH);
13 root 1.68
14 root 1.37 vector<GLuint> occ_query_objects;
15    
16     static GLuint begin_occ_query ()
17     {
18     GLuint id;
19    
20     if (occ_query_objects.size ())
21     {
22     id = *(occ_query_objects.end () - 1);
23     occ_query_objects.pop_back ();
24     }
25     else
26 root 1.66 glGenQueries (1, &id);
27 root 1.37
28 root 1.66 glBeginQuery (GL_SAMPLES_PASSED, id);
29 root 1.37 return id;
30     }
31    
32     inline void end_occ_query ()
33     {
34 root 1.66 glEndQuery (GL_SAMPLES_PASSED);
35 root 1.37 }
36    
37     static GLuint occ_query_result (GLuint id)
38     {
39     GLuint count;
40    
41 root 1.66 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
42 root 1.37 occ_query_objects.push_back (id);
43    
44     return count;
45     }
46    
47 root 1.17 view::view ()
48 root 1.60 : gamma(1.0), nz_near (1.F), nz_far (2.F)
49 root 1.1 {
50     }
51    
52 root 1.17 view::~view ()
53 root 1.1 {
54     }
55    
56 root 1.51 void view::begin_occ_query (recv_occ_query &recv, void *id)
57 root 1.37 {
58 root 1.51 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
59 root 1.37 }
60    
61     void view::end_occ_query ()
62     {
63     ::end_occ_query ();
64     }
65    
66 root 1.76 struct occ_query_material : material
67     {
68     void vsh (view &ctx);
69     void fsh (view &ctx);
70     };
71    
72     static struct occ_query_material occ_query_material;
73    
74     void occ_query_material::vsh (view &ctx)
75     {
76     std_vsh ();
77     }
78    
79     void occ_query_material::fsh (view &ctx)
80     {
81     // nop
82     }
83    
84 root 1.34 bool view::may_draw (const entity *e)
85 root 1.1 {
86     if (drawn.find (e) != drawn.end ())
87     return false;
88    
89     drawn.insert (e);
90     return true;
91     }
92    
93 root 1.51 visibility_base *visible::get_visibility (view &ctx)
94     {
95     view::visibility_map::iterator i = ctx.vismap.find (this);
96     visibility_base *vs;
97    
98     if (i == ctx.vismap.end ())
99     {
100     vs = new_visibility ();
101     ctx.vismap.insert (view::visibility_map::value_type (this, vs));
102     }
103     else
104     {
105     vs = i->second;
106    
107     if (vs->generation != ctx.generation)
108     {
109 root 1.80 if (ctx.generation - vs->generation > 2)
110 root 1.51 clear_visibility (vs);
111    
112     vs->generation = ctx.generation;
113     }
114     }
115    
116     return vs;
117     }
118    
119 root 1.18 void view::reset_projection ()
120 root 1.1 {
121 root 1.42 renormalize (orig, p);
122 root 1.3
123 root 1.1 glViewport (0, 0, w, h);
124    
125     GLdouble aspect = (GLdouble)w/h;
126 root 1.77 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
127     GLdouble ymax = ftan;
128 root 1.59 GLdouble xmax = ymax * aspect;
129 root 1.1
130 root 1.72 matrix perspective;
131     {
132     matrix &m = perspective;
133    
134 root 1.75 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
135     m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
136 root 1.84 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
137 root 1.81 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
138 root 1.74
139     glLoadMatrixf (perspective);
140 root 1.72 }
141 root 1.77 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
142 root 1.72
143 root 1.85 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
144 root 1.1
145 root 1.59 perspfact = z_near / ymax * 0.5F * h;
146 root 1.48
147 root 1.85 matrix view;
148     {
149     matrix &m = view;
150    
151     d = normalize (d);//D
152     u = normalize (u);//D
153 root 1.72
154 root 1.85 vec3 rz = -d;
155     vec3 rx = cross (u, rz);
156     vec3 ry = cross (rz, rx);
157    
158     m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
159     m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
160     m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
161     m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
162 root 1.41
163 root 1.85 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
164     diagfact = sqrtf (3.F);
165     }
166 root 1.37
167 root 1.48 //printf ("diagfact = %f\n", diagfact);
168 root 1.81 //diagfact = sqrtf (3.);//D WHY???
169 root 1.85 //
170     view = view * matrix::translation (-p);
171 root 1.3
172 root 1.85 matrix projection = perspective * view;
173 root 1.81
174 root 1.85 {
175     matrix &m = projection;
176 root 1.72
177 root 1.85 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) );
178     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) );
179     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) );
180     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) );
181     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) );
182     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) );
183     }
184 root 1.1
185 root 1.77 #if 0
186 root 1.59 {
187     GLdouble frustlen = z_far - z_near;
188     GLdouble fheight = frustlen * ftan;
189     GLdouble fwidth = fheight * w / h;
190     point half (0, 0, z_near + frustlen * .5);
191     point corner (fwidth, fheight, frustlen);
192    
193     frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
194     }
195 root 1.77 #endif
196 root 1.59
197 root 1.85 GLdouble depth = h / ftan;
198     frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
199    
200     glMatrixMode (GL_PROJECTION);
201     glLoadMatrixf (projection);
202 root 1.59
203 root 1.85 glMatrixMode (GL_MODELVIEW);
204     glLoadIdentity ();
205 root 1.18 }
206    
207     void view::begin ()
208     {
209 root 1.53 generation++;
210    
211 root 1.19 vislist.clear ();
212 root 1.80 postdepthlist.clear ();
213 root 1.18
214 root 1.60 z_near = max (nz_near, 1.F);
215 root 1.83 z_far = max (nz_far, 1E10F);//D
216 root 1.43 c_far = nc_far;
217 root 1.48
218 root 1.43 reset_projection ();
219    
220 root 1.65 nz_near = 100.;
221 root 1.60 nc_far = nz_far = 1.F;
222 root 1.77
223     first_lighted = false;
224 root 1.18 }
225    
226     void view::end ()
227     {
228 root 1.40 vislist.clear ();
229 root 1.18 }
230    
231 root 1.50 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
232    
233 root 1.76 void view::render (pass_data &pass)
234 root 1.18 {
235 root 1.76 this->pass = &pass;
236 root 1.18
237 root 1.78 stat1 = stat2 = 0; //D
238    
239 root 1.76 switch (pass.type)
240 root 1.18 {
241 root 1.52 case DEPTH:
242 root 1.63 glColorMask (1, 1, 1, 1);
243     glDepthMask (1);
244 root 1.75 glDisable (GL_BLEND);
245 root 1.63
246 root 1.75 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
247     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
248 root 1.63
249     //glEnable (GL_STENCIL_TEST); // for depth-passes
250     //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
251     //glStencilFunc (GL_LESS, 1, 255);
252    
253 root 1.52 //glEnable (GL_POLYGON_OFFSET_FILL);
254     //glPolygonOffset (0, 5);
255 root 1.75 glEnable (GL_CULL_FACE);
256 root 1.52 glDisable (GL_MINMAX);
257     glDepthRange (DEPTH_OFFSET, 1.);
258     glDepthFunc (GL_LESS);
259     glEnable (GL_DEPTH_TEST);
260     glColorMask (0, 0, 0, 0);
261 root 1.54
262 root 1.61 world.detect_visibility (*this);
263 root 1.54
264 root 1.77 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
265     (*i)->draw_depth (*this);
266    
267     if (pass.type == DEPTH)
268 root 1.79 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
269     timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
270 root 1.77
271 root 1.52 break;
272    
273     case POSTDEPTH:
274 root 1.59 glDepthRange (0., 1. - DEPTH_OFFSET);
275 root 1.57 glDepthFunc (GL_LESS);
276 root 1.52 glColorMask (0, 0, 0, 0);
277     glDepthMask (0);
278 root 1.63 glDisable (GL_STENCIL_TEST);
279 root 1.75 glDisable (GL_CULL_FACE);
280 root 1.81
281     glEnable (GL_DEPTH_CLAMP_NV);
282 root 1.53
283 root 1.76 occ_query_material.enable (*this);
284    
285 root 1.53 // check occlusion queries
286     for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
287     {
288     occ_query oq(*this, i->data, ::occ_query_result (i->id));
289     i->recv->event (oq);
290     }
291    
292 root 1.76 occ_query_material.disable (*this);
293    
294 root 1.53 occ_queries.clear ();
295    
296 root 1.80 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
297 root 1.77 (*i)->draw_postdepth (*this);
298 root 1.81
299     glDisable (GL_DEPTH_CLAMP_NV);
300 root 1.77
301     first_lighted = true;
302    
303 root 1.52 break;
304    
305     case LIGHTED:
306 root 1.77 if (first_lighted)
307     glDisable (GL_BLEND);
308     else
309     {
310     glBlendFunc (GL_ONE, GL_ONE);
311     glEnable (GL_BLEND);
312     }
313    
314 root 1.75 //glClear (GL_STENCIL_BUFFER_BIT);
315 root 1.63 //glEnable (GL_STENCIL_TEST);
316 root 1.77 glEnable (GL_CULL_FACE);
317 root 1.52 glEnable (GL_MINMAX);
318     glDepthRange (0., 1. - DEPTH_OFFSET);
319     glDepthFunc (GL_LESS);
320 root 1.53 glColorMask (1, 1, 1, 1);
321 root 1.52 glDepthMask (0);
322 root 1.54
323 root 1.77 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
324     (*i)->draw_lighted (*this);
325    
326     first_lighted = false;
327    
328 root 1.52 break;
329 root 1.18 }
330    
331 root 1.56 drawn.clear ();
332 root 1.1 }
333 root 1.6
334 root 1.85 void light::enable (view &ctx)
335 root 1.69 {
336 root 1.86 lightpos->set (p + (orig - ctx.orig));
337 root 1.69 }
338    
339 root 1.85 void light::disable (view &ctx)
340 root 1.69 {
341     }
342    
343     void linear_light::vsh ()
344     {
345     using namespace shader::compile;
346 root 1.85 temp_1f camdist;
347 root 1.69
348     lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
349     camdist = max (1 - length (lightvec) / radius, 0);
350 root 1.73
351     fsh ();
352 root 1.69 }
353    
354 root 1.73 void linear_light::fsh ()
355 root 1.69 {
356     using namespace shader::compile;
357    
358 root 1.73 sh_lightvec = lightvec;
359 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));
360 root 1.69 }
361    
362 root 1.1