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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 1.60 by root, Mon Oct 18 12:24:29 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), nz_near (1.F), nz_far (2.F)
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; 108 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
35 GLdouble zFar = 50.; 109 GLdouble ymax = z_near * ftan;
110 GLdouble xmax = ymax * aspect;
36 111
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 112 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
113
114 perspfact = z_near / ymax * 0.5F * h;
39 115
40 d = normalize (d);//D 116 d = normalize (d);//D
41 u = normalize (u);//D 117 u = normalize (u);//D
118
42 vec3 rz = -d; 119 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 120 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 121 vec3 ry = cross (rz, rx);
45 122
46 matrix &m = projection; 123 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 124 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; 125 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; 126 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; 127 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 128
52 glMultMatrixf ((GLfloat *)m.data); 129 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
130 //printf ("diagfact = %f\n", diagfact);
131 diagfact = sqrtf (3.);//D WHY???
53 132
133 glMultMatrixf (m);
134 glTranslatef (-p.x, -p.y, -p.z);
135
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 136 glGetFloatv (GL_PROJECTION_MATRIX, m);
55 137
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) ); 138 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) ); 139 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) ); 140 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) ); 141 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) ); 142 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) ); 143 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) );
62 144
145 {
146 GLdouble frustlen = z_far - z_near;
147 GLdouble fheight = frustlen * ftan;
148 GLdouble fwidth = fheight * w / h;
149 point half (0, 0, z_near + frustlen * .5);
150 point corner (fwidth, fheight, frustlen);
151
152 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
153 }
154
155 {
156 GLdouble depth = h / ftan;
157
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
159 }
160
63 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 162 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66} 163}
67 164
68void view::begin () 165void view::begin ()
69{ 166{
70 vismap.clear (); 167 generation++;
168
169 glColorMask (1, 1, 1, 1);
170 glDepthMask (1);
171 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
172
71 vislist.clear (); 173 vislist.clear ();
72 174
73 generation++; 175 z_near = max (nz_near, 1.F);
176 z_far = max (nz_far, z_near * 2.F);
177 c_far = nc_far;
74 178
75 reset_projection (); 179 reset_projection ();
76 180
77 // check occlusion queries here 181 nz_near = 1e37;
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 182 nc_far = nz_far = 1.F;
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);
85} 183}
86 184
87void view::end () 185void view::end ()
88{ 186{
89 vismap.clear (); 187 vislist.clear ();
90} 188}
91 189
92void view::pass (enum mode m) 190#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
93{
94 mode = m;
95 191
96 glDisable (GL_ALPHA_TEST); 192void view::render (enum pass p)
97 glDisable (GL_BLEND); 193{
194 pass = p;
98 195
99 if (mode == view::DEPTH) 196 switch (pass)
100 { 197 {
198 case DEPTH:
101 glEnable (GL_POLYGON_OFFSET_FILL); 199 //glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1); 200 //glPolygonOffset (0, 5);
201 glDisable (GL_MINMAX);
202 glDepthRange (DEPTH_OFFSET, 1.);
203 glDepthFunc (GL_LESS);
204 glEnable (GL_DEPTH_TEST);
205 glColorMask (0, 0, 0, 0);
206 glDepthMask (1);
207 glDisable (GL_DEPTH_CLAMP_NV);
208
209 world.depth_pass (*this);
210
211 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
212 break;
213
214 case POSTDEPTH:
215 glDepthRange (0., 1. - DEPTH_OFFSET);
216 glDepthFunc (GL_LESS);
217 glColorMask (0, 0, 0, 0);
218 glDepthMask (0);
219 glEnable (GL_DEPTH_CLAMP_NV);
220
221 // check occlusion queries
222 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
223 {
224 occ_query oq(*this, i->data, ::occ_query_result (i->id));
225 i->recv->event (oq);
226 }
227
228 occ_queries.clear ();
229
230 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
231 (*i)->display (*this);
232
233 break;
234
235 case LIGHTED:
236 glEnable (GL_MINMAX);
237 glDepthRange (0., 1. - DEPTH_OFFSET);
238 glDepthFunc (GL_LESS);
239 glColorMask (1, 1, 1, 1);
240 glDepthMask (0);
241 glDisable (GL_DEPTH_CLAMP_NV);
242
243 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
244 (*i)->display (*this);
245
246 break;
247 }
248
249 drawn.clear ();
250
251#if 0
252 if (pass == view::DEPTH)
253 {
254 glEnable (GL_DEPTH_CLAMP_NV);
255 glDepthMask (0);
103 glDepthFunc (GL_LESS); 256 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING); 257
105 glColorMask (0, 0, 0, 0); 258 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
106 //cgGLDisableProfile (vsh_profile); 259 {
107 cgGLDisableProfile (fsh_profile); 260 begin_occ_query (**i);
261 (*i)->draw_bbox (*this);
262 end_occ_query ();
108 } 263 }
109 else 264
265 glDisable (GL_DEPTH_CLAMP_NV);
110 { 266 }
111#if 0
112 glEnable (GL_MINMAX);
113#endif 267#endif
114 glDisable (GL_POLYGON_OFFSET_FILL);
115 glDepthFunc (GL_LESS);
116 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile);
118 cgGLEnableProfile (fsh_profile);
119 }
120
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this);
123
124 drawn.clear ();
125
126 glColorMask (1, 1, 1, 0);
127 glDepthMask (1);
128} 268}
129 269
130 270

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