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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 1.76 by root, Sun Nov 7 03:28:20 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#include "material.h"
8
9using namespace gl;
10
11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
13
14vector<GLuint> occ_query_objects;
15
16static GLuint begin_occ_query ()
17{
18 GLuint id;
19
20 if (occ_query_objects.size ())
21 {
22 id = *(occ_query_objects.end () - 1);
23 occ_query_objects.pop_back ();
24 }
25 else
26 glGenQueries (1, &id);
27
28 glBeginQuery (GL_SAMPLES_PASSED, id);
29 return id;
30}
31
32inline void end_occ_query ()
33{
34 glEndQuery (GL_SAMPLES_PASSED);
35}
36
37static GLuint occ_query_result (GLuint id)
38{
39 GLuint count;
40
41 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
42 occ_query_objects.push_back (id);
43
44 return count;
45}
5 46
6view::view () 47view::view ()
7: gamma(1.0) 48: gamma(1.0), nz_near (1.F), nz_far (2.F)
8{ 49{
9} 50}
10 51
11view::~view () 52view::~view ()
12{ 53{
13} 54}
14 55
56void view::begin_occ_query (recv_occ_query &recv, void *id)
57{
58 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
59}
60
61void view::end_occ_query ()
62{
63 ::end_occ_query ();
64}
65
66struct occ_query_material : material
67{
68 void vsh (view &ctx);
69 void fsh (view &ctx);
70};
71
72static struct occ_query_material occ_query_material;
73
74void occ_query_material::vsh (view &ctx)
75{
76 std_vsh ();
77}
78
79void occ_query_material::fsh (view &ctx)
80{
81 // nop
82}
83
15bool view::may_draw (entity_base *e) 84bool view::may_draw (const entity *e)
16{ 85{
17 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
18 return false; 87 return false;
19 88
20 drawn.insert (e); 89 drawn.insert (e);
21 return true; 90 return true;
22} 91}
23 92
93visibility_base *visible::get_visibility (view &ctx)
94{
95 view::visibility_map::iterator i = ctx.vismap.find (this);
96 visibility_base *vs;
97
98 if (i == ctx.vismap.end ())
99 {
100 vs = new_visibility ();
101 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
102 }
103 else
104 {
105 vs = i->second;
106
107 if (vs->generation != ctx.generation)
108 {
109 if (vs->generation + 1 != ctx.generation)
110 clear_visibility (vs);
111
112 vs->generation = ctx.generation;
113 }
114 }
115
116 return vs;
117}
118
24void view::reset_projection () 119void view::reset_projection ()
25{ 120{
26 renormalize (orig, p); 121 renormalize (orig, p);
27 122
28 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
29 124
30 glMatrixMode (GL_PROJECTION); 125 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 126 glLoadIdentity ();
32 127
33 GLdouble aspect = (GLdouble)w/h; 128 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1; 129 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
35 GLdouble zFar = 50.; 130 GLdouble ymax = z_near * ftan;
131 GLdouble xmax = ymax * aspect;
36 132
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 133 matrix perspective;
134#if 1
135 {
136 matrix &m = perspective;
137
138 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
139 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
140 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1;
141 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
142
143 glLoadMatrixf (perspective);
144 }
145#else
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 146 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
147#endif
148
149 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
150
151 perspfact = z_near / ymax * 0.5F * h;
152
153 glMatrixMode (GL_MODELVIEW);
154 glLoadIdentity ();
155 matrix &m = projection;
39 156
40 d = normalize (d);//D 157 d = normalize (d);//D
41 u = normalize (u);//D 158 u = normalize (u);//D
159
42 vec3 rz = -d; 160 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 161 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 162 vec3 ry = cross (rz, rx);
45 163
46 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 164 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; 165 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; 166 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; 167 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 168
52 glMultMatrixf ((GLfloat *)m.data); 169 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
170 //printf ("diagfact = %f\n", diagfact);
171 diagfact = sqrtf (3.);//D WHY???
53 172
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 173 glMultMatrixf (m);
174
175 glGetFloatv (GL_MODELVIEW_MATRIX, m);
176
177 m = perspective * m;
55 178
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) ); 179 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) ); 180 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) ); 181 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) ); 182 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) ); 183 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) ); 184 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) );
62 185
63 glMatrixMode (GL_MODELVIEW); 186 {
64 glLoadIdentity (); 187 GLdouble frustlen = z_far - z_near;
188 GLdouble fheight = frustlen * ftan;
189 GLdouble fwidth = fheight * w / h;
190 point half (0, 0, z_near + frustlen * .5);
191 point corner (fwidth, fheight, frustlen);
192
193 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
194 }
195
196 {
197 GLdouble depth = h / ftan;
198
199 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
200 }
201
65 glTranslatef (-p.x, -p.y, -p.z); 202 glTranslatef (-p.x, -p.y, -p.z);
66} 203}
67 204
68void view::begin () 205void view::begin ()
69{ 206{
70 vismap.clear (); 207 generation++;
208
71 vislist.clear (); 209 vislist.clear ();
72 210
73 generation++; 211 z_near = max (nz_near, 1.F);
212 z_far = max (nz_far, z_near * 2.F);
213 c_far = nc_far;
74 214
75 reset_projection (); 215 reset_projection ();
76 216
77 // check occlusion queries here 217 nz_near = 100.;
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 218 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} 219}
86 220
87void view::end () 221void view::end ()
88{ 222{
89 vismap.clear (); 223 vislist.clear ();
90} 224}
91 225
92void view::pass (enum mode m) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
93{
94 mode = m;
95 227
96 glDisable (GL_ALPHA_TEST); 228void view::render (pass_data &pass)
229{
230 this->pass = &pass;
231
232 switch (pass.type)
233 {
234 case DEPTH:
235 glColorMask (1, 1, 1, 1);
236 glDepthMask (1);
97 glDisable (GL_BLEND); 237 glDisable (GL_BLEND);
98 238
99 if (mode == view::DEPTH) 239 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
100 { 240 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
241
242 //glEnable (GL_STENCIL_TEST); // for depth-passes
243 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
244 //glStencilFunc (GL_LESS, 1, 255);
245
101 glEnable (GL_POLYGON_OFFSET_FILL); 246 //glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1); 247 //glPolygonOffset (0, 5);
248 glEnable (GL_CULL_FACE);
249 glDisable (GL_MINMAX);
250 glDepthRange (DEPTH_OFFSET, 1.);
103 glDepthFunc (GL_LESS); 251 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING); 252 glEnable (GL_DEPTH_TEST);
105 glColorMask (0, 0, 0, 0); 253 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile); 254 glDisable (GL_DEPTH_CLAMP_NV);
107 cgGLDisableProfile (fsh_profile); 255
108 } 256 world.detect_visibility (*this);
109 else 257
110 { 258 break;
111#if 0 259
112 glEnable (GL_MINMAX); 260 case POSTDEPTH:
113#endif 261 glDepthRange (0., 1. - DEPTH_OFFSET);
114 glDisable (GL_POLYGON_OFFSET_FILL);
115 glDepthFunc (GL_LESS); 262 glDepthFunc (GL_LESS);
263 glColorMask (0, 0, 0, 0);
116 glDepthMask (0); 264 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile); 265 glEnable (GL_DEPTH_CLAMP_NV);
118 cgGLEnableProfile (fsh_profile); 266 glDisable (GL_STENCIL_TEST);
267 glDisable (GL_CULL_FACE);
268
269 occ_query_material.enable (*this);
270
271 // check occlusion queries
272 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
273 {
274 occ_query oq(*this, i->data, ::occ_query_result (i->id));
275 i->recv->event (oq);
276 }
277
278 occ_query_material.disable (*this);
279
280 occ_queries.clear ();
281
282 break;
283
284 case LIGHTED:
285 glEnable (GL_CULL_FACE);
286 //glEnable (GL_BLEND);//TODO, only when not first lighted pass
287 glBlendFunc (GL_ONE, GL_ONE);
288 //glClear (GL_STENCIL_BUFFER_BIT);
289 //glEnable (GL_STENCIL_TEST);
290 glEnable (GL_MINMAX);
291 glDepthRange (0., 1. - DEPTH_OFFSET);
292 glDepthFunc (GL_LESS);
293 glColorMask (1, 1, 1, 1);
294 glDepthMask (0);
295 glDisable (GL_DEPTH_CLAMP_NV);
296
297 break;
119 } 298 }
120 299
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 300 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this); 301 (*i)->display (*this);
123 302
303 if (pass.type == DEPTH)
304 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
305
124 drawn.clear (); 306 drawn.clear ();
125 307
126 glColorMask (1, 1, 1, 0); 308#if 0
309 if (pass == view::DEPTH)
310 {
311 glEnable (GL_DEPTH_CLAMP_NV);
127 glDepthMask (1); 312 glDepthMask (0);
128} 313 glDepthFunc (GL_LESS);
129 314
315 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
316 {
317 begin_occ_query (**i);
318 (*i)->draw_bbox (*this);
319 end_occ_query ();
320 }
130 321
322 glDisable (GL_DEPTH_CLAMP_NV);
323 }
324#endif
325}
326
327void light::enable ()
328{
329 lightpos->set (p);
330}
331
332void light::disable ()
333{
334}
335
336static shader::varying_1f camdist;
337static shader::varying_3f lightvec;
338
339void linear_light::vsh ()
340{
341 using namespace shader::compile;
342
343 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
344 camdist = max (1 - length (lightvec) / radius, 0);
345
346 fsh ();
347}
348
349void linear_light::fsh ()
350{
351 using namespace shader::compile;
352
353 sh_lightvec = lightvec;
354 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
355}
356
357

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