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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 1.72 by root, Fri Nov 5 16:02:34 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
8using namespace gl;
9
10pass pass_depth (0);
11
12vector<GLuint> occ_query_objects;
13
14static GLuint begin_occ_query ()
15{
16 GLuint id;
17
18 if (occ_query_objects.size ())
19 {
20 id = *(occ_query_objects.end () - 1);
21 occ_query_objects.pop_back ();
22 }
23 else
24 glGenQueries (1, &id);
25
26 glBeginQuery (GL_SAMPLES_PASSED, id);
27 return id;
28}
29
30inline void end_occ_query ()
31{
32 glEndQuery (GL_SAMPLES_PASSED);
33}
34
35static GLuint occ_query_result (GLuint id)
36{
37 GLuint count;
38
39 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
40 occ_query_objects.push_back (id);
41
42 return count;
43}
5 44
6view::view () 45view::view ()
7: gamma(1.0) 46: gamma(1.0), nz_near (1.F), nz_far (2.F)
8{ 47{
9} 48}
10 49
11view::~view () 50view::~view ()
12{ 51{
13} 52}
14 53
54void view::begin_occ_query (recv_occ_query &recv, void *id)
55{
56 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
57}
58
59void view::end_occ_query ()
60{
61 ::end_occ_query ();
62}
63
15bool view::may_draw (entity_base *e) 64bool view::may_draw (const entity *e)
16{ 65{
17 if (drawn.find (e) != drawn.end ()) 66 if (drawn.find (e) != drawn.end ())
18 return false; 67 return false;
19 68
20 drawn.insert (e); 69 drawn.insert (e);
21 return true; 70 return true;
22} 71}
23 72
73visibility_base *visible::get_visibility (view &ctx)
74{
75 view::visibility_map::iterator i = ctx.vismap.find (this);
76 visibility_base *vs;
77
78 if (i == ctx.vismap.end ())
79 {
80 vs = new_visibility ();
81 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
82 }
83 else
84 {
85 vs = i->second;
86
87 if (vs->generation != ctx.generation)
88 {
89 if (vs->generation + 1 != ctx.generation)
90 clear_visibility (vs);
91
92 vs->generation = ctx.generation;
93 }
94 }
95
96 return vs;
97}
98
24void view::reset_projection () 99void view::reset_projection ()
25{ 100{
26 renormalize (orig, p); 101 renormalize (orig, p);
27 102
28 glViewport (0, 0, w, h); 103 glViewport (0, 0, w, h);
29 104
30 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 106 glLoadIdentity ();
32 107
33 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1; 109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
35 GLdouble zFar = 50.; 110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
36 112
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 113 matrix perspective;
114#if 0
115 {
116 matrix &m = perspective;
117 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
118 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
119 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
120 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
121
122 LoadMatrixf (perspective);
123 }
124#else
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 125 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
126#endif
127
128 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
129
130 perspfact = z_near / ymax * 0.5F * h;
131
132 glMatrixMode (GL_MODELVIEW);
133 glLoadIdentity ();
134 matrix &m = projection;
39 135
40 d = normalize (d);//D 136 d = normalize (d);//D
41 u = normalize (u);//D 137 u = normalize (u);//D
138
42 vec3 rz = -d; 139 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 140 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 141 vec3 ry = cross (rz, rx);
45 142
46 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 143 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; 144 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; 145 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; 146 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 147
52 glMultMatrixf ((GLfloat *)m.data); 148 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
149 //printf ("diagfact = %f\n", diagfact);
150 diagfact = sqrtf (3.);//D WHY???
53 151
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 152 glMultMatrixf (m);
153
154 glGetFloatv (GL_MODELVIEW_MATRIX, m);
155
156 m = perspective * m;
55 157
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) ); 158 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) ); 159 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) ); 160 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) ); 161 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) ); 162 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) ); 163 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) );
62 164
63 glMatrixMode (GL_MODELVIEW); 165 {
64 glLoadIdentity (); 166 GLdouble frustlen = z_far - z_near;
167 GLdouble fheight = frustlen * ftan;
168 GLdouble fwidth = fheight * w / h;
169 point half (0, 0, z_near + frustlen * .5);
170 point corner (fwidth, fheight, frustlen);
171
172 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
173 }
174
175 {
176 GLdouble depth = h / ftan;
177
178 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
179 }
180
65 glTranslatef (-p.x, -p.y, -p.z); 181 glTranslatef (-p.x, -p.y, -p.z);
66} 182}
67 183
68void view::begin () 184void view::begin ()
69{ 185{
70 vismap.clear ();
71
72 generation++; 186 generation++;
73 187
188 vislist.clear ();
189
190 z_near = max (nz_near, 1.F);
191 z_far = max (nz_far, z_near * 2.F);
192 c_far = nc_far;
193
74 reset_projection (); 194 reset_projection ();
75 195
76 // check occlusion queries here 196 nz_near = 100.;
77 checklist.clear (); 197 nc_far = nz_far = 1.F;
78
79 world.detect_visibility (*this);
80} 198}
81 199
82void view::end () 200void view::end ()
83{ 201{
84 vismap.clear (); 202 vislist.clear ();
85} 203}
86 204
87void view::pass (enum mode m) 205#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
88{
89 mode = m;
90 206
91 glDisable (GL_ALPHA_TEST); 207void view::render (enum pass_type p, pass &data)
92 glDisable (GL_BLEND); 208{
209 pass_type = p;
210 pass_data = &data;
93 211
94 if (mode == view::DEPTH) 212 switch (pass_type)
95 { 213 {
214 case DEPTH:
215 glColorMask (1, 1, 1, 1);
216 glDepthMask (1);
217
218 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
219
220 //glEnable (GL_STENCIL_TEST); // for depth-passes
221 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
222 //glStencilFunc (GL_LESS, 1, 255);
223
96 glEnable (GL_POLYGON_OFFSET_FILL); 224 //glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1); 225 //glPolygonOffset (0, 5);
226 glDisable (GL_MINMAX);
227 glDepthRange (DEPTH_OFFSET, 1.);
98 glDepthFunc (GL_LESS); 228 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING); 229 glEnable (GL_DEPTH_TEST);
100 glColorMask (0, 0, 0, 0); 230 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1); 231 glDisable (GL_DEPTH_CLAMP_NV);
102 cgGLDisableProfile (CG_PROFILE_ARBFP1); 232
103 } 233 world.detect_visibility (*this);
104 else 234
105 { 235 break;
106 glEnable (GL_MINMAX); 236
107 glDisable (GL_POLYGON_OFFSET_FILL); 237 case POSTDEPTH:
238 glDepthRange (0., 1. - DEPTH_OFFSET);
108 glDepthFunc (GL_LESS); 239 glDepthFunc (GL_LESS);
240 glColorMask (0, 0, 0, 0);
109 glDepthMask (0); 241 glDepthMask (0);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1); 242 glEnable (GL_DEPTH_CLAMP_NV);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1); 243 glDisable (GL_STENCIL_TEST);
244
245 // check occlusion queries
246 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
247 {
248 occ_query oq(*this, i->data, ::occ_query_result (i->id));
249 i->recv->event (oq);
250 }
251
252 occ_queries.clear ();
253
254 break;
255
256 case LIGHTED:
257 glClear (GL_STENCIL_BUFFER_BIT);
258 //glEnable (GL_STENCIL_TEST);
259 glEnable (GL_MINMAX);
260 glDepthRange (0., 1. - DEPTH_OFFSET);
261 glDepthFunc (GL_LESS);
262 glColorMask (1, 1, 1, 1);
263 glDepthMask (0);
264 glDisable (GL_DEPTH_CLAMP_NV);
265
266 break;
112 } 267 }
113 268
114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 269 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
115 (*i)->display (*this); 270 (*i)->display (*this);
116 271
272 if (pass_type == DEPTH)
273 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
274
117 drawn.clear (); 275 drawn.clear ();
118 276
119 glColorMask (1, 1, 1, 0); 277#if 0
278 if (pass == view::DEPTH)
279 {
280 glEnable (GL_DEPTH_CLAMP_NV);
120 glDepthMask (1); 281 glDepthMask (0);
121} 282 glDepthFunc (GL_LESS);
122 283
284 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
285 {
286 begin_occ_query (**i);
287 (*i)->draw_bbox (*this);
288 end_occ_query ();
289 }
123 290
291 glDisable (GL_DEPTH_CLAMP_NV);
292 }
293#endif
294}
295
296void light::enable ()
297{
298 lightpos->set (p);
299}
300
301void light::disable ()
302{
303}
304
305static shader::varying_1f camdist;
306static shader::varying_3f lightvec;
307
308void linear_light::vsh ()
309{
310 using namespace shader::compile;
311
312 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
313 camdist = max (1 - length (lightvec) / radius, 0);
314}
315
316shader::temp_3f linear_light::operator ()()
317{
318 using namespace shader::compile;
319
320 temp_3f res;
321 res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
322
323 return res;
324}
325
326

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