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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 1.49 by root, Mon Oct 11 15:26:34 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "opengl.h"
4
5#include "view.h"
3#include "oct.h" 6#include "oct.h"
4#include "view.h" 7
8vector<GLuint> occ_query_objects;
9
10static GLuint begin_occ_query ()
11{
12 GLuint id;
13
14 if (occ_query_objects.size ())
15 {
16 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back ();
18 }
19 else
20 glGenQueriesARB (1, &id);
21
22 glBeginQueryARB (GL_SAMPLES_PASSED, id);
23 return id;
24}
25
26inline void end_occ_query ()
27{
28 glEndQueryARB (GL_SAMPLES_PASSED);
29}
30
31static GLuint occ_query_result (GLuint id)
32{
33 GLuint count;
34
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id);
37
38 return count;
39}
5 40
6view::view () 41view::view ()
7: gamma(1.0) 42: gamma(1.0)
8{ 43{
9} 44}
10 45
11view::~view () 46view::~view ()
12{ 47{
13} 48}
14 49
50void view::begin_occ_query (recv_occ_query &recv)
51{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ()));
53}
54
55void view::end_occ_query ()
56{
57 ::end_occ_query ();
58}
59
15bool view::may_draw (entity_base *e) 60bool view::may_draw (const entity *e)
16{ 61{
17 if (drawn.find (e) != drawn.end ()) 62 if (drawn.find (e) != drawn.end ())
18 return false; 63 return false;
19 64
20 drawn.insert (e); 65 drawn.insert (e);
29 74
30 glMatrixMode (GL_PROJECTION); 75 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 76 glLoadIdentity ();
32 77
33 GLdouble aspect = (GLdouble)w/h; 78 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)); 79 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
80
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 81 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
82
83 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
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 //printf ("diagfact = %f\n", diagfact);
100 diagfact = sqrtf (3.);//D WHY???
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
127 farlist.clear ();
128
129 // check occlusion queries
130 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
131 {
132 occ_query oq(*this, i->second, ::occ_query_result (i->second));
133 i->first->event (oq);
134 }
135
136 occ_queries.clear ();
137
138 z_far = nz_far;
139 c_far = nc_far;
140
141 if (z_far < z_near)
142 z_far = z_near * 2.;
143
74 reset_projection (); 144 reset_projection ();
75 145
76 // check occlusion queries here 146 nc_far = nz_far = z_near + 1.F;
77 checklist.clear ();
78
79 world.detect_visibility (*this); 147 world.detect_visibility (*this);
148
149 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
80} 150}
81 151
82void view::end () 152void view::end ()
83{ 153{
84 vismap.clear (); 154 vislist.clear ();
85} 155}
86 156
87void view::pass (enum mode m) 157void view::pass (enum mode m)
88{ 158{
89 mode = m; 159 mode = m;
90 160
91 glDisable (GL_ALPHA_TEST); 161 glDisable (GL_ALPHA_TEST);
92 glDisable (GL_BLEND); 162 glDisable (GL_BLEND);
163 //glDisable (GL_DEPTH_TEST);
93 164
94 if (mode == view::DEPTH) 165 if (mode == view::DEPTH)
95 { 166 {
96 glEnable (GL_POLYGON_OFFSET_FILL); 167 glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1); 168 glPolygonOffset (0, 5);
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 (0);
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 octant *o = *i;
188
189 visibility_state &vs = vismap[o];
190 bool oq = mode == LIGHTED
191 && vs.last + 1. < timer.now
192 && (vs.visibility == visibility_state::PARTIAL
193 || vs.visibility == visibility_state::FULL);
194
195 if (oq)
196 begin_occ_query (*o);
197
115 (*i)->display (*this); 198 o->display (*this);
199
200 if (oq) // && o->fill) WHY???
201 {
202 glColorMask (0, 0, 0, 0);
203 o->draw_bbox (*this);
204 glColorMask (1, 1, 1, 0);
205 }
206
207 if (oq)
208 end_occ_query ();
209 }
116 210
117 drawn.clear (); 211 drawn.clear ();
212
213 if (mode == view::DEPTH)
214 {
215 glEnable (GL_DEPTH_CLAMP_NV);
216 glDepthMask (0);
217 glDepthFunc (GL_LESS);
218
219 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
220 {
221 begin_occ_query (**i);
222 (*i)->draw_bbox (*this);
223 end_occ_query ();
224 }
225
226 glDisable (GL_DEPTH_CLAMP_NV);
227 }
118 228
119 glColorMask (1, 1, 1, 0); 229 glColorMask (1, 1, 1, 0);
120 glDepthMask (1); 230 glDepthMask (1);
121}
122 231
232}
123 233
234

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