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Comparing libgender/view.C (file contents):
Revision 1.32 by root, Wed Oct 6 17:55:40 2004 UTC vs.
Revision 1.62 by root, Tue Oct 19 16:48:22 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include <GL/gl.h> 3#include "opengl.h"
4#include <GL/glext.h>
5 4
5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7#include "view.h"
8 7
9 static GLenum gl_error; 8using namespace gl;
9
10vector<GLuint> occ_query_objects;
11
12static GLuint begin_occ_query ()
13{
14 GLuint id;
15
16 if (occ_query_objects.size ())
17 {
18 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back ();
20 }
21 else
22 glGenQueriesARB (1, &id);
23
24 glBeginQueryARB (GL_SAMPLES_PASSED, id);
25 return id;
26}
27
28inline void end_occ_query ()
29{
30 glEndQueryARB (GL_SAMPLES_PASSED);
31}
32
33static GLuint occ_query_result (GLuint id)
34{
35 GLuint count;
36
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id);
39
40 return count;
41}
42
10view::view () 43view::view ()
11: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
12{ 45{
13} 46}
14 47
15view::~view () 48view::~view ()
16{ 49{
17} 50}
18 51
52void view::begin_occ_query (recv_occ_query &recv, void *id)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
55}
56
57void view::end_occ_query ()
58{
59 ::end_occ_query ();
60}
61
19bool view::may_draw (entity_base *e) 62bool view::may_draw (const entity *e)
20{ 63{
21 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
22 return false; 65 return false;
23 66
24 drawn.insert (e); 67 drawn.insert (e);
25 return true; 68 return true;
26} 69}
27 70
71visibility_base *visible::get_visibility (view &ctx)
72{
73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
75
76 if (i == ctx.vismap.end ())
77 {
78 vs = new_visibility ();
79 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
80 }
81 else
82 {
83 vs = i->second;
84
85 if (vs->generation != ctx.generation)
86 {
87 if (vs->generation + 1 != ctx.generation)
88 clear_visibility (vs);
89
90 vs->generation = ctx.generation;
91 }
92 }
93
94 return vs;
95
96}
97
28void view::reset_projection () 98void view::reset_projection ()
29{ 99{
30 renormalize (orig, p); 100 renormalize (orig, p);
31 101
32 glViewport (0, 0, w, h); 102 glViewport (0, 0, w, h);
33 103
34 glMatrixMode (GL_PROJECTION); 104 glMatrixMode (GL_PROJECTION);
35 glLoadIdentity (); 105 glLoadIdentity ();
36 106
37 gl_error = glGetError ();
38 GLdouble aspect = (GLdouble)w/h; 107 GLdouble aspect = (GLdouble)w/h;
39 GLdouble zNear = 0.1; 108 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
40 GLdouble zFar = 50.; 109 GLdouble ymax = z_near * ftan;
110 GLdouble xmax = ymax * aspect;
41 111
42 gl_error = glGetError ();
43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 112 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
45 113
46 gl_error = glGetError (); 114 perspfact = z_near / ymax * 0.5F * h;
115
47 d = normalize (d);//D 116 d = normalize (d);//D
48 u = normalize (u);//D 117 u = normalize (u);//D
118
49 vec3 rz = -d; 119 vec3 rz = -d;
50 vec3 rx = cross (u, rz); 120 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx); 121 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53 122
54 matrix &m = projection; 123 matrix &m = projection;
55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 124 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
56 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 125 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
57 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 126 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
58 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 127 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
59 gl_error = glGetError ();
60 128
61 glMultMatrixf ((GLfloat *)m.data); 129 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
130 //printf ("diagfact = %f\n", diagfact);
131 diagfact = sqrtf (3.);//D WHY???
62 132
63 gl_error = glGetError (); 133 glMultMatrixf (m);
134 glTranslatef (-p.x, -p.y, -p.z);
135
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 136 glGetFloatv (GL_PROJECTION_MATRIX, m);
65 137
66 gl_error = glGetError ();
67 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) );
68 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) );
69 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) );
70 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) );
71 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) );
72 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) );
73 144
74 gl_error = glGetError (); 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
75 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
76 glLoadIdentity (); 162 glLoadIdentity ();
77 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
79} 163}
80 164
81void view::begin () 165void view::begin ()
82{ 166{
167 generation++;
168
169 glColorMask (1, 1, 1, 1);
170 glDepthMask (1);
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 171 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85 172
86 vismap.clear ();
87 vislist.clear (); 173 vislist.clear ();
88 174
89 generation++; 175 z_near = max (nz_near, 1.F);
176 z_far = max (nz_far, z_near * 2.F);
177 c_far = nc_far;
90 178
91 reset_projection (); 179 reset_projection ();
92 180
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 181 nz_near = 1e37;
94 ; 182 nc_far = nz_far = 1.F;
95 farlist.clear ();
96
97 // check occlusion queries here
98#if 0
99 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
100 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
101 occ_query_result ((*i)->occ_query);
102
103 checklist.clear ();
104#endif
105
106 world.detect_visibility (*this);
107} 183}
108 184
109void view::end () 185void view::end ()
110{ 186{
111 vismap.clear (); 187 vislist.clear ();
112} 188}
113 189
114void view::pass (enum mode m) 190#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
115{
116 mode = m;
117 191
118 glDisable (GL_ALPHA_TEST); 192void view::render (enum pass p)
119 glDisable (GL_BLEND); 193{
194 pass = p;
120 195
121 if (mode == view::DEPTH) 196 switch (pass)
122 { 197 {
198 case DEPTH:
123 glEnable (GL_POLYGON_OFFSET_FILL); 199 //glEnable (GL_POLYGON_OFFSET_FILL);
124 glPolygonOffset (0, 1); 200 //glPolygonOffset (0, 5);
201 glDisable (GL_MINMAX);
202 glDepthRange (DEPTH_OFFSET, 1.);
125 glDepthFunc (GL_LESS); 203 glDepthFunc (GL_LESS);
126 glDisable (GL_LIGHTING); 204 glEnable (GL_DEPTH_TEST);
127 glColorMask (0, 0, 0, 0); 205 glColorMask (0, 0, 0, 0);
128 cgGLEnableProfile (vsh_profile);// z-fighting?? 206 glDepthMask (1);
129 cgGLDisableProfile (fsh_profile); 207 glDisable (GL_DEPTH_CLAMP_NV);
130 } 208
131 else 209 world.detect_visibility (*this);
132 { 210
133 glEnable (GL_MINMAX); 211 break;
134 glDisable (GL_POLYGON_OFFSET_FILL); 212
213 case POSTDEPTH:
214 glDepthRange (0., 1. - DEPTH_OFFSET);
135 glDepthFunc (GL_LESS); 215 glDepthFunc (GL_LESS);
216 glColorMask (0, 0, 0, 0);
136 glDepthMask (0); 217 glDepthMask (0);
137 cgGLEnableProfile (vsh_profile); 218 glEnable (GL_DEPTH_CLAMP_NV);
138 cgGLEnableProfile (fsh_profile); 219
220 // check occlusion queries
221 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
222 {
223 occ_query oq(*this, i->data, ::occ_query_result (i->id));
224 i->recv->event (oq);
225 }
226
227 occ_queries.clear ();
228
229 break;
230
231 case LIGHTED:
232 glEnable (GL_MINMAX);
233 glDepthRange (0., 1. - DEPTH_OFFSET);
234 glDepthFunc (GL_LESS);
235 glColorMask (1, 1, 1, 1);
236 glDepthMask (0);
237 glDisable (GL_DEPTH_CLAMP_NV);
238
239 break;
139 } 240 }
140 241
141 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 242 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
142 (*i)->display (*this); 243 (*i)->display (*this);
143 244
245 if (pass == LIGHTED)
246 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
247
144 drawn.clear (); 248 drawn.clear ();
145 249
146 if (mode == view::LIGHTED) 250#if 0
251 if (pass == view::DEPTH)
147 { 252 {
148 glEnable (GL_DEPTH_CLAMP_NV); 253 glEnable (GL_DEPTH_CLAMP_NV);
254 glDepthMask (0);
149 glDepthFunc (GL_LESS); 255 glDepthFunc (GL_LESS);
150 glEnable (GL_COLOR_MATERIAL); 256
151 glDisable (GL_LIGHTING); 257 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
152#if 1 258 {
153 cgGLDisableProfile (vsh_profile); 259 begin_occ_query (**i);
154 cgGLDisableProfile (fsh_profile); 260 (*i)->draw_bbox (*this);
261 end_occ_query ();
262 }
263
264 glDisable (GL_DEPTH_CLAMP_NV);
265 }
155#endif 266#endif
156 glShadeModel (GL_FLAT);
157
158 static int count; count++;
159 if (farlist.size ())
160 printf ("%d: size %d\n", count, farlist.size ());
161
162 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
163 {
164 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
165 (*i)->draw_bbox (*this);
166 }
167
168 glEnable (GL_DEPTH_TEST);
169 glDisable (GL_DEPTH_CLAMP_NV);
170 glShadeModel (GL_SMOOTH);
171 }
172
173 glColorMask (1, 1, 1, 0);
174 glDepthMask (1);
175
176} 267}
177 268
178 269

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