1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
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3 | #include "opengl.h" |
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4 | |
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5 | #include "view.h" |
3 | #include "oct.h" |
6 | #include "oct.h" |
4 | #include "view.h" |
7 | |
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8 | using namespace gl; |
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9 | |
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10 | vector<GLuint> occ_query_objects; |
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11 | |
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12 | static GLuint begin_occ_query () |
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13 | { |
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14 | GLuint id; |
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15 | |
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16 | if (occ_query_objects.size ()) |
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17 | { |
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18 | id = *(occ_query_objects.end () - 1); |
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19 | occ_query_objects.pop_back (); |
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20 | } |
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21 | else |
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22 | glGenQueries (1, &id); |
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23 | |
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24 | glBeginQuery (GL_SAMPLES_PASSED, id); |
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25 | return id; |
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26 | } |
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27 | |
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28 | inline void end_occ_query () |
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29 | { |
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30 | glEndQuery (GL_SAMPLES_PASSED); |
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31 | } |
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32 | |
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33 | static GLuint occ_query_result (GLuint id) |
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34 | { |
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35 | GLuint count; |
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36 | |
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37 | glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
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38 | occ_query_objects.push_back (id); |
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39 | |
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40 | return count; |
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41 | } |
5 | |
42 | |
6 | view::view () |
43 | view::view () |
7 | : gamma(1.0) |
44 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
8 | { |
45 | { |
9 | } |
46 | } |
10 | |
47 | |
11 | view::~view () |
48 | view::~view () |
12 | { |
49 | { |
13 | } |
50 | } |
14 | |
51 | |
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52 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
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53 | { |
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54 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
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55 | } |
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56 | |
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57 | void view::end_occ_query () |
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58 | { |
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59 | ::end_occ_query (); |
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60 | } |
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61 | |
15 | bool view::may_draw (entity_base *e) |
62 | bool 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 | |
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71 | visibility_base *visible::get_visibility (view &ctx) |
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72 | { |
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73 | view::visibility_map::iterator i = ctx.vismap.find (this); |
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74 | visibility_base *vs; |
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75 | |
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76 | if (i == ctx.vismap.end ()) |
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77 | { |
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78 | vs = new_visibility (); |
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79 | ctx.vismap.insert (view::visibility_map::value_type (this, vs)); |
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80 | } |
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81 | else |
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82 | { |
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83 | vs = i->second; |
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84 | |
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85 | if (vs->generation != ctx.generation) |
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86 | { |
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87 | if (vs->generation + 1 != ctx.generation) |
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88 | clear_visibility (vs); |
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89 | |
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90 | vs->generation = ctx.generation; |
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91 | } |
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92 | } |
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93 | |
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94 | return vs; |
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95 | } |
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96 | |
24 | void view::reset_projection () |
97 | void view::reset_projection () |
25 | { |
98 | { |
26 | renormalize (orig, p); |
99 | renormalize (orig, p); |
27 | |
100 | |
28 | glViewport (0, 0, w, h); |
101 | glViewport (0, 0, w, h); |
29 | |
102 | |
30 | glMatrixMode (GL_PROJECTION); |
103 | glMatrixMode (GL_PROJECTION); |
31 | glLoadIdentity (); |
104 | glLoadIdentity (); |
32 | |
105 | |
33 | GLdouble aspect = (GLdouble)w/h; |
106 | GLdouble aspect = (GLdouble)w/h; |
34 | GLdouble zNear = 0.1; |
107 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
35 | GLdouble zFar = 50.; |
108 | GLdouble ymax = z_near * ftan; |
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109 | GLdouble xmax = ymax * aspect; |
36 | |
110 | |
37 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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38 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
111 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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112 | |
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113 | perspfact = z_near / ymax * 0.5F * h; |
39 | |
114 | |
40 | d = normalize (d);//D |
115 | d = normalize (d);//D |
41 | u = normalize (u);//D |
116 | u = normalize (u);//D |
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117 | |
42 | vec3 rz = -d; |
118 | vec3 rz = -d; |
43 | vec3 rx = cross (u, rz); |
119 | vec3 rx = cross (u, rz); |
44 | vec3 ry = cross (rz, rx); |
120 | vec3 ry = cross (rz, rx); |
45 | |
121 | |
46 | matrix &m = projection; |
122 | matrix &m = projection; |
47 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
123 | 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; |
124 | 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; |
125 | 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; |
126 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
51 | |
127 | |
52 | glMultMatrixf ((GLfloat *)m.data); |
128 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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129 | //printf ("diagfact = %f\n", diagfact); |
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130 | diagfact = sqrtf (3.);//D WHY??? |
53 | |
131 | |
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132 | glMultMatrixf (m); |
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133 | glTranslatef (-p.x, -p.y, -p.z); |
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134 | |
54 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
135 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
55 | |
136 | |
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) ); |
137 | 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) ); |
138 | 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) ); |
139 | 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) ); |
140 | 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) ); |
141 | 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) ); |
142 | 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 | |
143 | |
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144 | { |
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145 | GLdouble frustlen = z_far - z_near; |
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146 | GLdouble fheight = frustlen * ftan; |
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147 | GLdouble fwidth = fheight * w / h; |
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148 | point half (0, 0, z_near + frustlen * .5); |
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149 | point corner (fwidth, fheight, frustlen); |
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150 | |
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151 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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152 | } |
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153 | |
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154 | { |
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155 | GLdouble depth = h / ftan; |
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156 | |
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157 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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158 | } |
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159 | |
63 | glMatrixMode (GL_MODELVIEW); |
160 | glMatrixMode (GL_MODELVIEW); |
64 | glLoadIdentity (); |
161 | glLoadIdentity (); |
65 | glTranslatef (-p.x, -p.y, -p.z); |
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66 | } |
162 | } |
67 | |
163 | |
68 | void view::begin () |
164 | void view::begin () |
69 | { |
165 | { |
70 | vismap.clear (); |
166 | generation++; |
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167 | |
71 | vislist.clear (); |
168 | vislist.clear (); |
72 | |
169 | |
73 | generation++; |
170 | z_near = max (nz_near, 1.F); |
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171 | z_far = max (nz_far, z_near * 2.F); |
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172 | c_far = nc_far; |
74 | |
173 | |
75 | reset_projection (); |
174 | reset_projection (); |
76 | |
175 | |
77 | // check occlusion queries here |
176 | nz_near = 100.; |
78 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
177 | nc_far = nz_far = 1.F; |
79 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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80 | occ_query_result ((*i)->occ_query); |
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81 | |
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82 | checklist.clear (); |
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83 | |
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84 | world.detect_visibility (*this); |
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85 | } |
178 | } |
86 | |
179 | |
87 | void view::end () |
180 | void view::end () |
88 | { |
181 | { |
89 | vismap.clear (); |
182 | vislist.clear (); |
90 | } |
183 | } |
91 | |
184 | |
92 | void view::pass (enum mode m) |
185 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
93 | { |
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94 | mode = m; |
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95 | |
186 | |
96 | glDisable (GL_ALPHA_TEST); |
187 | void view::render (enum pass p) |
97 | glDisable (GL_BLEND); |
188 | { |
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189 | pass = p; |
98 | |
190 | |
99 | if (mode == view::DEPTH) |
191 | switch (pass) |
100 | { |
192 | { |
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193 | case DEPTH: |
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194 | glColorMask (1, 1, 1, 1); |
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195 | glDepthMask (1); |
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196 | |
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197 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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198 | |
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199 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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200 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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201 | //glStencilFunc (GL_LESS, 1, 255); |
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202 | |
101 | glEnable (GL_POLYGON_OFFSET_FILL); |
203 | //glEnable (GL_POLYGON_OFFSET_FILL); |
102 | glPolygonOffset (0, 1); |
204 | //glPolygonOffset (0, 5); |
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205 | glDisable (GL_MINMAX); |
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206 | glDepthRange (DEPTH_OFFSET, 1.); |
103 | glDepthFunc (GL_LESS); |
207 | glDepthFunc (GL_LESS); |
104 | glDisable (GL_LIGHTING); |
208 | glEnable (GL_DEPTH_TEST); |
105 | glColorMask (0, 0, 0, 0); |
209 | glColorMask (0, 0, 0, 0); |
106 | //cgGLDisableProfile (vsh_profile); |
210 | glDisable (GL_DEPTH_CLAMP_NV); |
107 | cgGLDisableProfile (fsh_profile); |
211 | |
108 | } |
212 | world.detect_visibility (*this); |
109 | else |
213 | |
110 | { |
214 | break; |
111 | #if 0 |
215 | |
112 | glEnable (GL_MINMAX); |
216 | case POSTDEPTH: |
113 | #endif |
217 | glDepthRange (0., 1. - DEPTH_OFFSET); |
114 | glDisable (GL_POLYGON_OFFSET_FILL); |
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115 | glDepthFunc (GL_LESS); |
218 | glDepthFunc (GL_LESS); |
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219 | glColorMask (0, 0, 0, 0); |
116 | glDepthMask (0); |
220 | glDepthMask (0); |
117 | cgGLEnableProfile (vsh_profile); |
221 | glEnable (GL_DEPTH_CLAMP_NV); |
118 | cgGLEnableProfile (fsh_profile); |
222 | glDisable (GL_STENCIL_TEST); |
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223 | |
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224 | // check occlusion queries |
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225 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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226 | { |
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227 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
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228 | i->recv->event (oq); |
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229 | } |
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230 | |
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231 | occ_queries.clear (); |
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232 | |
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233 | break; |
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234 | |
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235 | case LIGHTED: |
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236 | glClear (GL_STENCIL_BUFFER_BIT); |
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237 | //glEnable (GL_STENCIL_TEST); |
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238 | glEnable (GL_MINMAX); |
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239 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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240 | glDepthFunc (GL_LESS); |
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241 | glColorMask (1, 1, 1, 1); |
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242 | glDepthMask (0); |
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243 | glDisable (GL_DEPTH_CLAMP_NV); |
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244 | |
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245 | break; |
119 | } |
246 | } |
120 | |
247 | |
121 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
248 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
122 | (*i)->display (*this); |
249 | (*i)->display (*this); |
123 | |
250 | |
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251 | if (pass == LIGHTED) |
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252 | 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 |
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253 | |
124 | drawn.clear (); |
254 | drawn.clear (); |
125 | |
255 | |
126 | glColorMask (1, 1, 1, 0); |
256 | #if 0 |
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257 | if (pass == view::DEPTH) |
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258 | { |
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259 | glEnable (GL_DEPTH_CLAMP_NV); |
127 | glDepthMask (1); |
260 | glDepthMask (0); |
128 | } |
261 | glDepthFunc (GL_LESS); |
129 | |
262 | |
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263 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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264 | { |
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265 | begin_occ_query (**i); |
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266 | (*i)->draw_bbox (*this); |
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267 | end_occ_query (); |
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268 | } |
130 | |
269 | |
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270 | glDisable (GL_DEPTH_CLAMP_NV); |
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271 | } |
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272 | #endif |
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273 | } |
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274 | |
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275 | |