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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 1.58 by root, Sun Oct 17 18:11:20 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
8using namespace gl;
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, void *id)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
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
71visibility_base *visible::get_visibility (view &ctx)
72{
73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
75
76 if (i == ctx.vismap.end ())
77 {
78 vs = new_visibility ();
79 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
80 }
81 else
82 {
83 vs = i->second;
84
85 if (vs->generation != ctx.generation)
86 {
87 if (vs->generation + 1 != ctx.generation)
88 clear_visibility (vs);
89
90 vs->generation = ctx.generation;
91 }
92 }
93
94 return vs;
95
96}
97
24void view::reset_projection () 98void view::reset_projection ()
25{ 99{
26 renormalize (orig, p); 100 renormalize (orig, p);
27 101
28 glViewport (0, 0, w, h); 102 glViewport (0, 0, w, h);
29 103
30 glMatrixMode (GL_PROJECTION); 104 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 105 glLoadIdentity ();
32 106
33 GLdouble aspect = (GLdouble)w/h; 107 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)); 108 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
109
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 110 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
111
112 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
39 113
40 d = normalize (d);//D 114 d = normalize (d);//D
41 u = normalize (u);//D 115 u = normalize (u);//D
116
42 vec3 rz = -d; 117 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 118 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 119 vec3 ry = cross (rz, rx);
45 120
46 matrix &m = projection; 121 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 122 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; 123 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; 124 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; 125 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 126
52 glMultMatrixf ((GLfloat *)m.data); 127 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
128 //printf ("diagfact = %f\n", diagfact);
129 diagfact = sqrtf (3.);//D WHY???
53 130
131 glMultMatrixf (m);
132 glTranslatef (-p.x, -p.y, -p.z);
133
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 134 glGetFloatv (GL_PROJECTION_MATRIX, m);
55 135
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) ); 136 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) ); 137 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) ); 138 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) ); 139 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) ); 140 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) ); 141 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) );
62 142
63 glMatrixMode (GL_MODELVIEW); 143 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 144 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66} 145}
67 146
68void view::begin () 147void view::begin ()
69{ 148{
70 vismap.clear ();
71
72 generation++; 149 generation++;
73 150
151 glColorMask (1, 1, 1, 1);
152 glDepthMask (1);
153 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
154
155 vislist.clear ();
156
157 z_far = nz_far;
158 c_far = nc_far;
159
160 if (z_far < z_near)
161 z_far = z_near * 2.;
162
74 reset_projection (); 163 reset_projection ();
75 164
76 // check occlusion queries here 165 nc_far = nz_far = z_near + 1.F;
77 checklist.clear ();
78
79 world.detect_visibility (*this);
80} 166}
81 167
82void view::end () 168void view::end ()
83{ 169{
84 vismap.clear (); 170 vislist.clear ();
85} 171}
86 172
87void view::pass (enum mode m) 173#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
88{
89 mode = m;
90 174
91 glDisable (GL_ALPHA_TEST); 175void view::render (enum pass p)
92 glDisable (GL_BLEND); 176{
177 pass = p;
93 178
94 if (mode == view::DEPTH) 179 switch (pass)
95 { 180 {
181 case DEPTH:
96 glEnable (GL_POLYGON_OFFSET_FILL); 182 //glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1); 183 //glPolygonOffset (0, 5);
184 glDisable (GL_MINMAX);
185 glDepthRange (DEPTH_OFFSET, 1.);
186 glDepthFunc (GL_LESS);
187 glEnable (GL_DEPTH_TEST);
188 glColorMask (0, 0, 0, 0);
189 glDepthMask (1);
190
191 world.depth_pass (*this);
192
193 printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D
194 break;
195
196 case POSTDEPTH:
197 glDepthRange (DEPTH_OFFSET, 1.);
198 glDepthFunc (GL_LESS);
199 glColorMask (0, 0, 0, 0);
200 glDepthMask (0);
201
202 // check occlusion queries
203 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
204 {
205 occ_query oq(*this, i->data, ::occ_query_result (i->id));
206 i->recv->event (oq);
207 }
208
209 occ_queries.clear ();
210
211 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
212 (*i)->display (*this);
213
214 break;
215
216 case LIGHTED:
217 glEnable (GL_MINMAX);
218 glDepthRange (0., 1. - DEPTH_OFFSET);
219 glDepthFunc (GL_LESS);
220 glColorMask (1, 1, 1, 1);
221 glDepthMask (0);
222
223 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
224 (*i)->display (*this);
225
226 break;
227 }
228
229 drawn.clear ();
230
231#if 0
232 if (pass == view::DEPTH)
233 {
234 glEnable (GL_DEPTH_CLAMP_NV);
235 glDepthMask (0);
98 glDepthFunc (GL_LESS); 236 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING); 237
100 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1);
102 cgGLDisableProfile (CG_PROFILE_ARBFP1);
103 }
104 else
105 {
106 glEnable (GL_MINMAX);
107 glDisable (GL_POLYGON_OFFSET_FILL);
108 glDepthFunc (GL_LESS);
109 glDepthMask (0);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1);
112 }
113
114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 238 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
115 (*i)->display (*this); 239 {
240 begin_occ_query (**i);
241 (*i)->draw_bbox (*this);
242 end_occ_query ();
243 }
116 244
117 drawn.clear (); 245 glDisable (GL_DEPTH_CLAMP_NV);
118 246 }
119 glColorMask (1, 1, 1, 0); 247#endif
120 glDepthMask (1);
121} 248}
122 249
123 250

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