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Comparing libgender/view.C (file contents):
Revision 1.23 by root, Wed Oct 6 05:24:03 2004 UTC vs.
Revision 1.51 by root, Sat Oct 16 12:33:46 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, void *id)
51{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
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);
21 return true; 66 return true;
22} 67}
23 68
69visibility_base *visible::get_visibility (view &ctx)
70{
71 view::visibility_map::iterator i = ctx.vismap.find (this);
72 visibility_base *vs;
73
74 if (i == ctx.vismap.end ())
75 {
76 vs = new_visibility ();
77 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
78 }
79 else
80 {
81 vs = i->second;
82
83 if (vs->generation != ctx.generation)
84 {
85 if (vs->generation + 1 != ctx.generation)
86 clear_visibility (vs);
87
88 vs->generation = ctx.generation;
89 }
90 }
91
92 return vs;
93
94}
95
24void view::reset_projection () 96void view::reset_projection ()
25{ 97{
26 renormalize (orig, p); 98 renormalize (orig, p);
27 99
28 glViewport (0, 0, w, h); 100 glViewport (0, 0, w, h);
29 101
30 glMatrixMode (GL_PROJECTION); 102 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 103 glLoadIdentity ();
32 104
33 GLdouble aspect = (GLdouble)w/h; 105 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)); 106 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
107
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 108 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
109
110 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
39 111
40 d = normalize (d);//D 112 d = normalize (d);//D
41 u = normalize (u);//D 113 u = normalize (u);//D
114
42 vec3 rz = -d; 115 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 116 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 117 vec3 ry = cross (rz, rx);
45 118
46 matrix &m = projection; 119 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 120 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; 121 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; 122 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; 123 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 124
52 glMultMatrixf ((GLfloat *)m.data); 125 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
126 //printf ("diagfact = %f\n", diagfact);
127 diagfact = sqrtf (3.);//D WHY???
53 128
129 glMultMatrixf (m);
130 glTranslatef (-p.x, -p.y, -p.z);
131
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 132 glGetFloatv (GL_PROJECTION_MATRIX, m);
55 133
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) ); 134 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) ); 135 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) ); 136 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) ); 137 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) ); 138 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) ); 139 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) );
62 140
63 glMatrixMode (GL_MODELVIEW); 141 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 142 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66} 143}
67 144
68void view::begin () 145void view::begin ()
69{ 146{
70 vismap.clear (); 147 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
148
71 vislist.clear (); 149 vislist.clear ();
72 150
73 generation++; 151 generation++;
74 152
153 farlist.clear ();
154
155 // check occlusion queries
156 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
157 {
158 occ_query oq(*this, i->data, ::occ_query_result (i->id));
159 i->recv->event (oq);
160 }
161
162 occ_queries.clear ();
163
164 z_far = nz_far;
165 c_far = nc_far;
166
167 if (z_far < z_near)
168 z_far = z_near * 2.;
169
75 reset_projection (); 170 reset_projection ();
76 171
77 // check occlusion queries here 172 nc_far = nz_far = z_near + 1.F;
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
79 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
80 occ_query_result ((*i)->occ_query);
81
82 checklist.clear ();
83
84 world.detect_visibility (*this); 173 world.detect_visibility (*this);
174
175 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
85} 176}
86 177
87void view::end () 178void view::end ()
88{ 179{
89 vismap.clear (); 180 vislist.clear ();
90} 181}
182
183#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
91 184
92void view::pass (enum mode m) 185void view::pass (enum mode m)
93{ 186{
94 mode = m; 187 mode = m;
95 188
96 glDisable (GL_ALPHA_TEST); 189 glDisable (GL_ALPHA_TEST);
97 glDisable (GL_BLEND); 190 glDisable (GL_BLEND);
191 //glDisable (GL_DEPTH_TEST);
98 192
99 if (mode == view::DEPTH) 193 if (mode == view::DEPTH)
100 { 194 {
101 glEnable (GL_POLYGON_OFFSET_FILL); 195 //glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1); 196 //glPolygonOffset (0, 5);
197 glDepthRange (DEPTH_OFFSET, 1.);
103 glDepthFunc (GL_LESS); 198 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING); 199 glDisable (GL_LIGHTING);
105 glColorMask (0, 0, 0, 0); 200 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile);
107 cgGLDisableProfile (fsh_profile);
108 } 201 }
109 else 202 else
110 { 203 {
111#if 0
112 glEnable (GL_MINMAX); 204 glEnable (GL_MINMAX);
113#endif
114 glDisable (GL_POLYGON_OFFSET_FILL); 205 //glDisable (GL_POLYGON_OFFSET_FILL);
206 glDepthRange (0., 1. - DEPTH_OFFSET);
115 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
116 glDepthMask (0); 208 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile);
118 cgGLEnableProfile (fsh_profile);
119 } 209 }
120 210
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 211 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
212 {
213 octant *o = *i;
214
215#if 0
216 visibility_state &vs = vismap[o];
217 bool oq = mode == LIGHTED
218 && vs.last + 1. < timer.now
219 && (vs.visibility == visibility_state::PARTIAL
220 || vs.visibility == visibility_state::FULL);
221#endif
222 bool oq = false;
223
224 if (oq)
225 begin_occ_query (*o);
226
122 (*i)->display (*this); 227 o->display (*this);
228
229 if (oq) // && o->fill) WHY???
230 {
231 glColorMask (0, 0, 0, 0);
232 o->draw_bbox (*this);
233 glColorMask (1, 1, 1, 0);
234 }
235
236 if (oq)
237 end_occ_query ();
238 }
123 239
124 drawn.clear (); 240 drawn.clear ();
241
242 if (mode == view::DEPTH)
243 {
244 glEnable (GL_DEPTH_CLAMP_NV);
245 glDepthMask (0);
246 glDepthFunc (GL_LESS);
247
248 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
249 {
250 begin_occ_query (**i);
251 (*i)->draw_bbox (*this);
252 end_occ_query ();
253 }
254
255 glDisable (GL_DEPTH_CLAMP_NV);
256 }
125 257
126 glColorMask (1, 1, 1, 0); 258 glColorMask (1, 1, 1, 0);
127 glDepthMask (1); 259 glDepthMask (1);
128} 260}
129 261

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