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Comparing libgender/view.C (file contents):
Revision 1.18 by root, Wed Oct 6 01:41:30 2004 UTC vs.
Revision 1.41 by root, Sat Oct 9 23:20:09 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#define GL_GLEXT_PROTOTYPES
4#include <GL/gl.h>
5#include <GL/glext.h>
6
7#include "view.h"
3#include "oct.h" 8#include "oct.h"
4#include "view.h" 9
10vector<GLuint> occ_query_objects;
11
12static GLuint begin_occ_query ()
13{
14 GLuint id;
15
16 if (occ_query_objects.size ())
17 {
18 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back ();
20 }
21 else
22 glGenQueriesARB (1, &id);
23
24 glBeginQueryARB (GL_SAMPLES_PASSED, id);
25 return id;
26}
27
28inline void end_occ_query ()
29{
30 glEndQueryARB (GL_SAMPLES_PASSED);
31}
32
33static GLuint occ_query_result (GLuint id)
34{
35 GLuint count;
36
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id);
39
40 return count;
41}
5 42
6view::view () 43view::view ()
7: gamma(1.0) 44: gamma(1.0)
8{ 45{
9} 46}
10 47
11view::~view () 48view::~view ()
12{ 49{
13} 50}
14 51
52void view::begin_occ_query (recv_occ_query &recv)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ()));
55}
56
57void view::end_occ_query ()
58{
59 ::end_occ_query ();
60}
61
15bool view::may_draw (entity_base *e) 62bool view::may_draw (const entity *e)
16{ 63{
17 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
18 return false; 65 return false;
19 66
20 drawn.insert (e); 67 drawn.insert (e);
21 return true; 68 return true;
22} 69}
23 70
24void view::reset_projection () 71void view::reset_projection ()
25{ 72{
26 renormalize (orig, p); 73 //renormalize (orig, p);
27 74
28 glViewport (0, 0, w, h); 75 glViewport (0, 0, w, h);
29 76
30 glMatrixMode (GL_PROJECTION); 77 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 78 glLoadIdentity ();
32 79
33 GLdouble aspect = (GLdouble)w/h; 80 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1;
35 GLdouble zFar = 50.;
36
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 81 GLdouble ymax = near * tan (fov * (M_PI / 360.0));
82
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 83 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far);
39 84
40 d = normalize (d);//D 85 d = normalize (d);//D
41 u = normalize (u);//D 86 u = normalize (u);//D
87
42 vec3 rz = -d; 88 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 89 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 90 vec3 ry = cross (rz, rx);
45 91
46 matrix &m = projection; 92 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 93 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
48 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 94 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
49 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 95 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
50 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 96 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 97
52 glMultMatrixf ((GLfloat *)m.data); 98 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
99 diagfact = sqrtf (3.);//D WHY???
100 //printf ("diagfact = %f\n", diagfact);
53 101
102 glMultMatrixf (m);
103 glTranslatef (-p.x, -p.y, -p.z);
104
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 105 glGetFloatv (GL_PROJECTION_MATRIX, m);
55 106
56 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) ); 107 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) );
57 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) ); 108 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) );
58 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) ); 109 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) );
59 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) ); 110 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) );
60 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) ); 111 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) );
61 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) ); 112 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) );
62 113
63 glMatrixMode (GL_MODELVIEW); 114 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 115 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66} 116}
67 117
68void view::begin () 118void view::begin ()
69{ 119{
120 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
121 glDepthRange (0, 1. - (1. / pow (2., 16.)));
122
70 vismap.clear (); 123 vislist.clear ();
71 124
72 generation++; 125 generation++;
73 126
74 reset_projection (); 127 reset_projection ();
75 128
129 farlist.clear ();
130
76 // check occlusion queries here 131 // check occlusion queries
77 checklist.clear (); 132 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
133 {
134 occ_query oq(*this, i->second, occ_query_result (i->second));
135 i->first->event (oq);
136 }
78 137
138 occ_queries.clear ();
139
140 nextfar = near + 1.F;
79 world.detect_visibility (*this); 141 world.detect_visibility (*this);
142 printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar,
143 frustum.r.n.x,
144 frustum.r.n.y,
145 frustum.r.n.z,
146 frustum.r.d
147 );//D
148 far = nextfar;
149
150 reset_projection ();
80} 151}
81 152
82void view::end () 153void view::end ()
83{ 154{
84 vismap.clear (); 155 vislist.clear ();
85} 156}
86 157
87void view::pass (enum mode m) 158void view::pass (enum mode m)
88{ 159{
89 mode = m; 160 mode = m;
96 glEnable (GL_POLYGON_OFFSET_FILL); 167 glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1); 168 glPolygonOffset (0, 1);
98 glDepthFunc (GL_LESS); 169 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING); 170 glDisable (GL_LIGHTING);
100 glColorMask (0, 0, 0, 0); 171 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1); 172 cgGLDisableProfile (vsh_profile);// z-fighting??
102 cgGLDisableProfile (CG_PROFILE_ARBFP1); 173 cgGLDisableProfile (fsh_profile);
103 } 174 }
104 else 175 else
105 { 176 {
106 glEnable (GL_MINMAX); 177 glEnable (GL_MINMAX);
107 glDisable (GL_POLYGON_OFFSET_FILL); 178 glDisable (GL_POLYGON_OFFSET_FILL);
108 glDepthFunc (GL_LESS); 179 glDepthFunc (GL_LESS);
109 glDepthMask (0); 180 glDepthMask (1);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1); 181 cgGLEnableProfile (vsh_profile);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1); 182 cgGLEnableProfile (fsh_profile);
112 } 183 }
113 184
114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 185 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
186 {
187 visibility_state &vs = vismap[*i];
188 bool oq = (vs.visibility == visibility_state::PARTIAL
189 || vs.visibility == visibility_state::FULL)
190 && (vs.last + 1. < timer.now)
191 && (mode == LIGHTED);
192
193 if (oq)
194 begin_occ_query (**i);
195
115 (*i)->display (*this); 196 (*i)->display (*this);
197
198 if (oq)
199 end_occ_query ();
200
201 }
116 202
117 drawn.clear (); 203 drawn.clear ();
204
205 if (mode == view::DEPTH)
206 {
207 glEnable (GL_DEPTH_CLAMP_NV);
208 glDepthFunc (GL_LESS);
209 if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL);
210 glDisable (GL_LIGHTING);
211 cgGLDisableProfile (vsh_profile);
212 cgGLDisableProfile (fsh_profile);
213 //glShadeModel (GL_FLAT);
214
215#if 0
216 static int count; count++;
217 if (farlist.size ())
218 printf ("%d: size %d\n", count, farlist.size ());
219#endif
220
221 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
222 {
223 if (mode == view::DEPTH) begin_occ_query (**i);
224 if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0);
225 (*i)->draw_bbox (*this);
226 if (mode == view::DEPTH) end_occ_query ();
227 }
228
229 glEnable (GL_DEPTH_TEST);
230 glDisable (GL_DEPTH_CLAMP_NV);
231 //glShadeModel (GL_SMOOTH);
232 }
118 233
119 glColorMask (1, 1, 1, 0); 234 glColorMask (1, 1, 1, 0);
120 glDepthMask (1); 235 glDepthMask (1);
121}
122 236
237}
123 238
239

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