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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 1.94 by root, Wed Jan 25 22:52:26 2006 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"
7#include "material.h"
8
4#include "view.h" 9#include "entity.h"
10
11using namespace gl;
12
13skybox *world_skybox;
14
15pass_data pass_depth (0, DEPTH);
16pass_data pass_postdepth (0, POSTDEPTH);
17
18vector<GLuint> occ_query_objects;
19
20static GLuint begin_occ_query ()
21{
22 GLuint id;
23
24 if (occ_query_objects.size ())
25 {
26 id = *(occ_query_objects.end () - 1);
27 occ_query_objects.pop_back ();
28 }
29 else
30 glGenQueries (1, &id);
31
32 glBeginQuery (GL_SAMPLES_PASSED, id);
33 return id;
34}
35
36inline void end_occ_query ()
37{
38 glEndQuery (GL_SAMPLES_PASSED);
39}
40
41static GLuint occ_query_result (GLuint id)
42{
43 GLuint count;
44
45 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
46 occ_query_objects.push_back (id);
47
48 return count;
49}
5 50
6view::view () 51view::view ()
7: gamma(1.0) 52: gamma(1.0), nz_near (1.F), nz_far (2.F)
8{ 53{
9} 54}
10 55
11view::~view () 56view::~view ()
12{ 57{
13} 58}
14 59
60void view::begin_occ_query (int &res)
61{
62 occ_queries.push_back (oq_data (::begin_occ_query (), res));
63}
64
65void view::end_occ_query ()
66{
67 ::end_occ_query ();
68}
69
70struct occ_query_material : material
71{
72 void vsh (view &ctx);
73 void fsh (view &ctx);
74};
75
76static struct occ_query_material occ_query_material;
77
78void occ_query_material::vsh (view &ctx)
79{
80 std_vsh ();
81}
82
83void occ_query_material::fsh (view &ctx)
84{
85 // nop
86}
87
15bool view::may_draw (entity_base *e) 88bool view::may_draw (const entity *e)
16{ 89{
17 if (drawn.find (e) != drawn.end ()) 90 if (drawn.find (e) != drawn.end ())
18 return false; 91 return false;
19 92
20 drawn.insert (e); 93 drawn.insert (e);
21 return true; 94 return true;
22} 95}
23 96
24void view::reset_projection () 97visibility_base *visible::get_visibility (view &ctx)
25{ 98{
26 renormalize (orig, p); 99 view::visibility_map::iterator i = ctx.vismap.find (this);
100 visibility_base *vs;
27 101
28 glViewport (0, 0, w, h); 102 if (i == ctx.vismap.end ())
29
30 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity ();
32
33 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));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
39
40 d = normalize (d);//D
41 u = normalize (u);//D
42 vec3 rz = -d;
43 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx);
45
46 matrix &m = projection;
47 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;
49 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;
51
52 glMultMatrixf ((GLfloat *)m.data);
53
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
55
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) );
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) );
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) );
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) );
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) );
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) );
62
63 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66}
67
68void view::begin ()
69{
70 vismap.clear ();
71
72 generation++;
73
74 reset_projection ();
75
76 // check occlusion queries here
77 checklist.clear ();
78
79 world.detect_visibility (*this);
80}
81
82void view::end ()
83{
84 vismap.clear ();
85}
86
87void view::pass (enum mode m)
88{
89 mode = m;
90
91 glDisable (GL_ALPHA_TEST);
92 glDisable (GL_BLEND);
93
94 if (mode == view::DEPTH)
95 { 103 {
96 glEnable (GL_POLYGON_OFFSET_FILL); 104 vs = new_visibility ();
97 glPolygonOffset (0, 1); 105 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
98 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING);
100 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1);
102 cgGLDisableProfile (CG_PROFILE_ARBFP1);
103 } 106 }
104 else 107 else
105 { 108 {
109 vs = i->second;
110
111 if (vs->generation != ctx.generation)
112 {
113 if (ctx.generation - vs->generation > 2)
114 clear_visibility (vs);
115
116 vs->generation = ctx.generation;
117 }
118 }
119
120 return vs;
121}
122
123void view::reset_projection ()
124{
125 renormalize (orig, p);
126
127 glViewport (0, 0, w, h);
128
129 GLdouble aspect = (GLdouble)w/h;
130 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
131 GLdouble ymax = ftan;
132 GLdouble xmax = ymax * aspect;
133
134 matrix perspective;
135 {
136 matrix &m = perspective;
137
138 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
139 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
140 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
141 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
142
143 glLoadMatrixf (perspective);
144 }
145 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
146
147 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
148
149 perspfact = z_near / ymax * 0.5F * h;
150
151 matrix view;
152 {
153 matrix &m = view;
154
155 d = normalize (d);//D
156 u = normalize (u);//D
157
158 vec3 rz = -d;
159 vec3 rx = cross (u, rz);
160 vec3 ry = cross (rz, rx);
161
162 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
163 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
164 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
165 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
166
167 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
168 diagfact = sqrtf (3.F);
169 }
170
171 //printf ("diagfact = %f\n", diagfact);
172 //diagfact = sqrtf (3.);//D WHY???
173 //
174 view = view * matrix::translation (-p);
175
176 matrix projection = perspective * view;
177
178 {
179 matrix &m = projection;
180
181 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) );
182 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) );
183 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) );
184 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) );
185 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) );
186 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) );
187 }
188
189#if 0
190 {
191 GLdouble frustlen = z_far - z_near;
192 GLdouble fheight = frustlen * ftan;
193 GLdouble fwidth = fheight * w / h;
194 point half (0, 0, z_near + frustlen * .5);
195 point corner (fwidth, fheight, frustlen);
196
197 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
198 }
199#endif
200
201 GLdouble depth = h / ftan;
202 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
203
204 glMatrixMode (GL_PROJECTION);
205 glLoadMatrixf (projection);
206
207 glMatrixMode (GL_MODELVIEW);
208 glLoadIdentity ();
209}
210
211void view::begin ()
212{
213 generation++;
214
215 stat1 = stat2 = 0; //D
216
217 vislist.clear ();
218 postdepthlist.clear ();
219
220 z_near = max (nz_near, 1.F);
221 z_far = max (nz_far, 1E10F);//D
222 c_far = nc_far;
223
224 reset_projection ();
225
226 nz_near = 100.;
227 nc_far = nz_far = 1.F;
228
229 first_lighted = false;
230}
231
232void view::end ()
233{
234 printf ("\rfps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld) ",
235 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
236
237 vislist.clear ();
238}
239
240#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
241
242void view::render (pass_data &pass)
243{
244 this->pass = &pass;
245
246 switch (pass.type)
247 {
248 case DEPTH:
249 glEnable (GL_CULL_FACE);
106 glEnable (GL_MINMAX); 250 glDisable (GL_MINMAX);
107 glDisable (GL_POLYGON_OFFSET_FILL); 251 glDepthRange (DEPTH_OFFSET, 1.);
108 glDepthFunc (GL_LESS); 252 glDepthFunc (GL_LESS);
253 glColorMask (1, 1, 1, 1);
254 glDisable (GL_BLEND);
255 glDepthMask (1);
256
257 glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT));
258
259 //glEnable (GL_STENCIL_TEST); // for depth-passes
260 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
261 //glStencilFunc (GL_LESS, 1, 255);
262
263 //glEnable (GL_POLYGON_OFFSET_FILL);
264 //glPolygonOffset (0, 5);
265 glEnable (GL_DEPTH_TEST);
266 glColorMask (0, 0, 0, 0);
267
268 // check occlusion queries
269 printf ("OC1 %d\n", occ_queries.size ());//D
270 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
271 *(i->res) = ::occ_query_result (i->id);
272
273 occ_queries.clear ();
274
275 world.detect_visibility (*this);
276
277 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
278 (*i)->draw_depth (*this);
279
280 break;
281
282 case POSTDEPTH:
283 glDepthRange (0., 1. - DEPTH_OFFSET);
284 glDepthFunc (GL_LESS);
285 glColorMask (0, 0, 0, 0);
109 glDepthMask (0); 286 glDepthMask (0);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1); 287 glDisable (GL_STENCIL_TEST);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1); 288 glDisable (GL_CULL_FACE);
289
290 glEnable (GL_DEPTH_CLAMP_NV);
291
292 occ_query_material.enable (*this);
293 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
294 (*i)->draw_postdepth (*this);
295 occ_query_material.disable (*this);
296
297 glDisable (GL_DEPTH_CLAMP_NV);
298
299 first_lighted = true;
300
301 break;
302
303 case LIGHTED:
304 if (first_lighted)
305 glDisable (GL_BLEND);
306 else
307 {
308 glBlendFunc (GL_ONE, GL_ONE);
309 glEnable (GL_BLEND);
310 }
311
312 //glClear (GL_STENCIL_BUFFER_BIT);
313 //glEnable (GL_STENCIL_TEST);
314 glEnable (GL_CULL_FACE);
315 glEnable (GL_MINMAX);
316 glDepthRange (0., 1. - DEPTH_OFFSET);
317 glDepthFunc (GL_LESS);
318 glColorMask (1, 1, 1, 1);
319 glDepthMask (0);
320
321 if (world_skybox)
322 {
323 glDisable (GL_DEPTH_TEST);
324 world_skybox->draw (*this);//
325 glEnable (GL_DEPTH_TEST);
326 }
327
328 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
329 (*i)->draw_lighted (*this);
330
331 first_lighted = false;
332
333 break;
112 } 334 }
113 335
114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
115 (*i)->display (*this);
116
117 drawn.clear (); 336 drawn.clear ();
118
119 glColorMask (1, 1, 1, 0);
120 glDepthMask (1);
121} 337}
122 338
339void light::enable (view &ctx)
340{
341 lightpos->set (p + (orig - ctx.orig));
342}
123 343
344void light::disable (view &ctx)
345{
346}
347
348void linear_light::enable (view &ctx)
349{
350 light::enable (ctx);
351}
352
353void linear_light::disable (view &ctx)
354{
355 light::disable (ctx);
356}
357
358void linear_light::vsh ()
359{
360 using namespace shader::compile;
361 temp_1f camdist;
362
363 lightvec = lightpos - xyz (model_view_matrix * vin.vertex);
364 camdist = max (1 - length (lightvec) / radius, 0);
365
366 fsh ();
367}
368
369void linear_light::fsh ()
370{
371 using namespace shader::compile;
372
373 sh_lightvec = lightvec;
374 sh_colour = shader::compile::vec3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F));
375}
376
377

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