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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 1.88 by root, Mon Jul 18 04:28:40 2005 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
24void view::reset_projection () 93visibility_base *visible::get_visibility (view &ctx)
25{ 94{
26 renormalize (orig, p); 95 view::visibility_map::iterator i = ctx.vismap.find (this);
96 visibility_base *vs;
27 97
28 glViewport (0, 0, w, h); 98 if (i == ctx.vismap.end ())
29
30 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity ();
32
33 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1;
35 GLdouble zFar = 50.;
36
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
39
40 d = normalize (d);//D
41 u = normalize (u);//D
42 vec3 rz = -d;
43 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx);
45
46 matrix &m = projection;
47 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;
49 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;
51
52 glMultMatrixf ((GLfloat *)m.data);
53
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
55
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) );
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) );
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) );
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) );
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) );
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) );
62
63 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66}
67
68void view::begin ()
69{
70 vismap.clear ();
71 vislist.clear ();
72
73 generation++;
74
75 reset_projection ();
76
77 // check occlusion queries here
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
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}
86
87void view::end ()
88{
89 vismap.clear ();
90}
91
92void view::pass (enum mode m)
93{
94 mode = m;
95
96 glDisable (GL_ALPHA_TEST);
97 glDisable (GL_BLEND);
98
99 if (mode == view::DEPTH)
100 { 99 {
101 glEnable (GL_POLYGON_OFFSET_FILL); 100 vs = new_visibility ();
102 glPolygonOffset (0, 1); 101 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
103 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING);
105 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile);
107 cgGLDisableProfile (fsh_profile);
108 } 102 }
109 else 103 else
110 { 104 {
105 vs = i->second;
106
107 if (vs->generation != ctx.generation)
108 {
109 if (ctx.generation - vs->generation > 2)
110 clear_visibility (vs);
111
112 vs->generation = ctx.generation;
113 }
114 }
115
116 return vs;
117}
118
119void view::reset_projection ()
120{
121 renormalize (orig, p);
122
123 glViewport (0, 0, w, h);
124
125 GLdouble aspect = (GLdouble)w/h;
126 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
127 GLdouble ymax = ftan;
128 GLdouble xmax = ymax * aspect;
129
130 matrix perspective;
131 {
132 matrix &m = perspective;
133
134 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
135 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
136 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
137 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
138
139 glLoadMatrixf (perspective);
140 }
141 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
142
143 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
144
145 perspfact = z_near / ymax * 0.5F * h;
146
147 matrix view;
148 {
149 matrix &m = view;
150
151 d = normalize (d);//D
152 u = normalize (u);//D
153
154 vec3 rz = -d;
155 vec3 rx = cross (u, rz);
156 vec3 ry = cross (rz, rx);
157
158 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
159 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
160 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
161 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
162
163 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
164 diagfact = sqrtf (3.F);
165 }
166
167 //printf ("diagfact = %f\n", diagfact);
168 //diagfact = sqrtf (3.);//D WHY???
169 //
170 view = view * matrix::translation (-p);
171
172 matrix projection = perspective * view;
173
174 {
175 matrix &m = projection;
176
177 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) );
178 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) );
179 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) );
180 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) );
181 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) );
182 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) );
183 }
184
111#if 0 185#if 0
112 glEnable (GL_MINMAX); 186 {
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 }
113#endif 195#endif
196
197 GLdouble depth = h / ftan;
198 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
199
200 glMatrixMode (GL_PROJECTION);
201 glLoadMatrixf (projection);
202
203 glMatrixMode (GL_MODELVIEW);
204 glLoadIdentity ();
205}
206
207void view::begin ()
208{
209 generation++;
210
211 stat1 = stat2 = 0; //D
212
213 vislist.clear ();
214 postdepthlist.clear ();
215
216 z_near = max (nz_near, 1.F);
217 z_far = max (nz_far, 1E10F);//D
218 c_far = nc_far;
219
220 reset_projection ();
221
222 nz_near = 100.;
223 nc_far = nz_far = 1.F;
224
225 first_lighted = false;
226}
227
228void view::end ()
229{
230 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
231 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
232
233 vislist.clear ();
234}
235
236#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
237
238void view::render (pass_data &pass)
239{
240 this->pass = &pass;
241
242 switch (pass.type)
243 {
244 case DEPTH:
245 glColorMask (1, 1, 1, 1);
246 glDepthMask (1);
247 glDisable (GL_BLEND);
248
249 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
250 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
251
252 //glEnable (GL_STENCIL_TEST); // for depth-passes
253 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
254 //glStencilFunc (GL_LESS, 1, 255);
255
114 glDisable (GL_POLYGON_OFFSET_FILL); 256 //glEnable (GL_POLYGON_OFFSET_FILL);
257 //glPolygonOffset (0, 5);
258 glEnable (GL_CULL_FACE);
259 glDisable (GL_MINMAX);
260 glDepthRange (DEPTH_OFFSET, 1.);
115 glDepthFunc (GL_LESS); 261 glDepthFunc (GL_LESS);
262 glEnable (GL_DEPTH_TEST);
263 glColorMask (0, 0, 0, 0);
264
265 world.detect_visibility (*this);
266
267 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
268 (*i)->draw_depth (*this);
269
270 break;
271
272 case POSTDEPTH:
273 glDepthRange (0., 1. - DEPTH_OFFSET);
274 glDepthFunc (GL_LESS);
275 glColorMask (0, 0, 0, 0);
116 glDepthMask (0); 276 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile); 277 glDisable (GL_STENCIL_TEST);
118 cgGLEnableProfile (fsh_profile); 278 glDisable (GL_CULL_FACE);
279
280 glEnable (GL_DEPTH_CLAMP_NV);
281
282 occ_query_material.enable (*this);
283
284 // check occlusion queries
285 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
286 {
287 occ_query oq(*this, i->data, ::occ_query_result (i->id));
288 i->recv->event (oq);
289 }
290
291 occ_query_material.disable (*this);
292
293 occ_queries.clear ();
294
295 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
296 (*i)->draw_postdepth (*this);
297
298 glDisable (GL_DEPTH_CLAMP_NV);
299
300 first_lighted = true;
301
302 break;
303
304 case LIGHTED:
305 if (first_lighted)
306 glDisable (GL_BLEND);
307 else
308 {
309 glBlendFunc (GL_ONE, GL_ONE);
310 glEnable (GL_BLEND);
311 }
312
313 //glClear (GL_STENCIL_BUFFER_BIT);
314 //glEnable (GL_STENCIL_TEST);
315 glEnable (GL_CULL_FACE);
316 glEnable (GL_MINMAX);
317 glDepthRange (0., 1. - DEPTH_OFFSET);
318 glDepthFunc (GL_LESS);
319 glColorMask (1, 1, 1, 1);
320 glDepthMask (0);
321
322 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
323 (*i)->draw_lighted (*this);
324
325 first_lighted = false;
326
327 break;
119 } 328 }
120 329
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this);
123
124 drawn.clear (); 330 drawn.clear ();
125
126 glColorMask (1, 1, 1, 0);
127 glDepthMask (1);
128} 331}
129 332
333void light::enable (view &ctx)
334{
335 lightpos->set (p + (orig - ctx.orig));
336}
130 337
338void light::disable (view &ctx)
339{
340}
341
342void linear_light::enable (view &ctx)
343{
344 light::enable (ctx);
345}
346
347void linear_light::disable (view &ctx)
348{
349 light::disable (ctx);
350}
351
352void linear_light::vsh ()
353{
354 using namespace shader::compile;
355 temp_1f camdist;
356
357 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
358 camdist = max (1 - length (lightvec) / radius, 0);
359
360 fsh ();
361}
362
363void linear_light::fsh ()
364{
365 using namespace shader::compile;
366
367 sh_lightvec = lightvec;
368 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F));
369}
370
371

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