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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 1.74 by root, Sat Nov 6 04:26:18 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)); 113 matrix perspective;
114#if 1
115 {
116 matrix &m = perspective;
117
118 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
119 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
120 m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0;
121 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
122
123 glLoadMatrixf (perspective);
124 }
125#else
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 126 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
127#endif
128
129 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
130
131 perspfact = z_near / ymax * 0.5F * h;
132
133 glMatrixMode (GL_MODELVIEW);
134 glLoadIdentity ();
135 matrix &m = projection;
39 136
40 d = normalize (d);//D 137 d = normalize (d);//D
41 u = normalize (u);//D 138 u = normalize (u);//D
139
42 vec3 rz = -d; 140 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 141 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 142 vec3 ry = cross (rz, rx);
45 143
46 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 144 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; 145 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; 146 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; 147 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 148
52 glMultMatrixf ((GLfloat *)m.data); 149 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
150 //printf ("diagfact = %f\n", diagfact);
151 diagfact = sqrtf (3.);//D WHY???
53 152
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 153 glMultMatrixf (m);
154
155 glGetFloatv (GL_MODELVIEW_MATRIX, m);
156
157 m = perspective * m;
55 158
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) ); 159 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) ); 160 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) ); 161 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) ); 162 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) ); 163 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) ); 164 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) );
62 165
63 glMatrixMode (GL_MODELVIEW); 166 {
64 glLoadIdentity (); 167 GLdouble frustlen = z_far - z_near;
168 GLdouble fheight = frustlen * ftan;
169 GLdouble fwidth = fheight * w / h;
170 point half (0, 0, z_near + frustlen * .5);
171 point corner (fwidth, fheight, frustlen);
172
173 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
174 }
175
176 {
177 GLdouble depth = h / ftan;
178
179 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
180 }
181
65 glTranslatef (-p.x, -p.y, -p.z); 182 glTranslatef (-p.x, -p.y, -p.z);
66} 183}
67 184
68void view::begin () 185void view::begin ()
69{ 186{
70 vismap.clear (); 187 generation++;
188
71 vislist.clear (); 189 vislist.clear ();
72 190
73 generation++; 191 z_near = max (nz_near, 1.F);
192 z_far = max (nz_far, z_near * 2.F);
193 c_far = nc_far;
74 194
75 reset_projection (); 195 reset_projection ();
76 196
77 // check occlusion queries here 197 nz_near = 100.;
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 198 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} 199}
86 200
87void view::end () 201void view::end ()
88{ 202{
89 vismap.clear (); 203 vislist.clear ();
90} 204}
91 205
92void view::pass (enum mode m) 206#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
93{
94 mode = m;
95 207
96 glDisable (GL_ALPHA_TEST); 208void view::render (enum pass_type p, pass &data)
97 glDisable (GL_BLEND); 209{
210 pass_type = p;
211 pass_data = &data;
98 212
99 if (mode == view::DEPTH) 213 switch (pass_type)
100 { 214 {
215 case DEPTH:
216 glColorMask (1, 1, 1, 1);
217 glDepthMask (1);
218
219 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
220
221 //glEnable (GL_STENCIL_TEST); // for depth-passes
222 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
223 //glStencilFunc (GL_LESS, 1, 255);
224
101 glEnable (GL_POLYGON_OFFSET_FILL); 225 //glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1); 226 //glPolygonOffset (0, 5);
227 glDisable (GL_MINMAX);
228 glDepthRange (DEPTH_OFFSET, 1.);
103 glDepthFunc (GL_LESS); 229 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING); 230 glEnable (GL_DEPTH_TEST);
105 glColorMask (0, 0, 0, 0); 231 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile); 232 glDisable (GL_DEPTH_CLAMP_NV);
107 cgGLDisableProfile (fsh_profile); 233
108 } 234 world.detect_visibility (*this);
109 else 235
110 { 236 break;
111#if 0 237
112 glEnable (GL_MINMAX); 238 case POSTDEPTH:
113#endif 239 glDepthRange (0., 1. - DEPTH_OFFSET);
114 glDisable (GL_POLYGON_OFFSET_FILL);
115 glDepthFunc (GL_LESS); 240 glDepthFunc (GL_LESS);
241 glColorMask (0, 0, 0, 0);
116 glDepthMask (0); 242 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile); 243 glEnable (GL_DEPTH_CLAMP_NV);
118 cgGLEnableProfile (fsh_profile); 244 glDisable (GL_STENCIL_TEST);
245
246 // check occlusion queries
247 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
248 {
249 occ_query oq(*this, i->data, ::occ_query_result (i->id));
250 i->recv->event (oq);
251 }
252
253 occ_queries.clear ();
254
255 break;
256
257 case LIGHTED:
258 glClear (GL_STENCIL_BUFFER_BIT);
259 //glEnable (GL_STENCIL_TEST);
260 glEnable (GL_MINMAX);
261 glDepthRange (0., 1. - DEPTH_OFFSET);
262 glDepthFunc (GL_LESS);
263 glColorMask (1, 1, 1, 1);
264 glDepthMask (0);
265 glDisable (GL_DEPTH_CLAMP_NV);
266
267 break;
119 } 268 }
120 269
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 270 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this); 271 (*i)->display (*this);
123 272
273 if (pass_type == DEPTH)
274 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
275
124 drawn.clear (); 276 drawn.clear ();
125 277
126 glColorMask (1, 1, 1, 0); 278#if 0
279 if (pass == view::DEPTH)
280 {
281 glEnable (GL_DEPTH_CLAMP_NV);
127 glDepthMask (1); 282 glDepthMask (0);
128} 283 glDepthFunc (GL_LESS);
129 284
285 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
286 {
287 begin_occ_query (**i);
288 (*i)->draw_bbox (*this);
289 end_occ_query ();
290 }
130 291
292 glDisable (GL_DEPTH_CLAMP_NV);
293 }
294#endif
295}
296
297void light::enable ()
298{
299 lightpos->set (p);
300}
301
302void light::disable ()
303{
304}
305
306static shader::varying_1f camdist;
307static shader::varying_3f lightvec;
308
309void linear_light::vsh ()
310{
311 using namespace shader::compile;
312
313 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
314 camdist = max (1 - length (lightvec) / radius, 0);
315
316 fsh ();
317}
318
319void linear_light::fsh ()
320{
321 using namespace shader::compile;
322
323 sh_lightvec = lightvec;
324 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
325}
326
327

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