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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 1.68 by root, Tue Nov 2 23:26:46 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
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));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
114
115 perspfact = z_near / ymax * 0.5F * h;
39 116
40 d = normalize (d);//D 117 d = normalize (d);//D
41 u = normalize (u);//D 118 u = normalize (u);//D
119
42 vec3 rz = -d; 120 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 121 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 122 vec3 ry = cross (rz, rx);
45 123
46 matrix &m = projection; 124 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 125 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; 126 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; 127 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; 128 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 129
52 glMultMatrixf ((GLfloat *)m.data); 130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
131 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY???
53 133
134 glMultMatrixf (m);
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); 163 glTranslatef (-p.x, -p.y, -p.z);
66} 164}
67 165
68void view::begin () 166void view::begin ()
69{ 167{
70 vismap.clear (); 168 generation++;
169
71 vislist.clear (); 170 vislist.clear ();
72 171
73 generation++; 172 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F);
174 c_far = nc_far;
74 175
75 reset_projection (); 176 reset_projection ();
76 177
77 // check occlusion queries here 178 nz_near = 100.;
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 179 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} 180}
86 181
87void view::end () 182void view::end ()
88{ 183{
89 vismap.clear (); 184 vislist.clear ();
90} 185}
91 186
92void view::pass (enum mode m) 187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
93{
94 mode = m;
95 188
96 glDisable (GL_ALPHA_TEST); 189void view::render (enum pass_type p, pass &data)
97 glDisable (GL_BLEND); 190{
191 pass_type = p;
192 pass_data = &data;
98 193
99 if (mode == view::DEPTH) 194 switch (pass_type)
100 { 195 {
196 case DEPTH:
197 glColorMask (1, 1, 1, 1);
198 glDepthMask (1);
199
200 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
201
202 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255);
205
101 glEnable (GL_POLYGON_OFFSET_FILL); 206 //glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1); 207 //glPolygonOffset (0, 5);
208 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.);
103 glDepthFunc (GL_LESS); 210 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING); 211 glEnable (GL_DEPTH_TEST);
105 glColorMask (0, 0, 0, 0); 212 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile); 213 glDisable (GL_DEPTH_CLAMP_NV);
107 cgGLDisableProfile (fsh_profile); 214
108 } 215 world.detect_visibility (*this);
109 else 216
110 { 217 break;
111#if 0 218
112 glEnable (GL_MINMAX); 219 case POSTDEPTH:
113#endif 220 glDepthRange (0., 1. - DEPTH_OFFSET);
114 glDisable (GL_POLYGON_OFFSET_FILL);
115 glDepthFunc (GL_LESS); 221 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0);
116 glDepthMask (0); 223 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile); 224 glEnable (GL_DEPTH_CLAMP_NV);
118 cgGLEnableProfile (fsh_profile); 225 glDisable (GL_STENCIL_TEST);
226
227 // check occlusion queries
228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
229 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq);
232 }
233
234 occ_queries.clear ();
235
236 break;
237
238 case LIGHTED:
239 glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST);
241 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1);
245 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV);
247
248 break;
119 } 249 }
120 250
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this); 252 (*i)->display (*this);
123 253
254 if (pass_type == DEPTH)
255 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
256
124 drawn.clear (); 257 drawn.clear ();
125 258
126 glColorMask (1, 1, 1, 0); 259#if 0
260 if (pass == view::DEPTH)
261 {
262 glEnable (GL_DEPTH_CLAMP_NV);
127 glDepthMask (1); 263 glDepthMask (0);
128} 264 glDepthFunc (GL_LESS);
129 265
266 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
267 {
268 begin_occ_query (**i);
269 (*i)->draw_bbox (*this);
270 end_occ_query ();
271 }
130 272
273 glDisable (GL_DEPTH_CLAMP_NV);
274 }
275#endif
276}
277
278

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