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Comparing libgender/view.C (file contents):
Revision 1.36 by root, Sat Oct 9 02:08:29 2004 UTC vs.
Revision 1.53 by root, Sat Oct 16 23:23:21 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; 8vector<GLuint> occ_query_objects;
9
10static GLuint begin_occ_query ()
11{
12 GLuint id;
13
14 if (occ_query_objects.size ())
15 {
16 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back ();
18 }
19 else
20 glGenQueriesARB (1, &id);
21
22 glBeginQueryARB (GL_SAMPLES_PASSED, id);
23 return id;
24}
25
26inline void end_occ_query ()
27{
28 glEndQueryARB (GL_SAMPLES_PASSED);
29}
30
31static GLuint occ_query_result (GLuint id)
32{
33 GLuint count;
34
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id);
37
38 return count;
39}
40
10view::view () 41view::view ()
11: gamma(1.0) 42: gamma(1.0)
12{ 43{
13} 44}
14 45
15view::~view () 46view::~view ()
16{ 47{
17} 48}
18 49
50void view::begin_occ_query (recv_occ_query &recv, void *id)
51{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
53}
54
55void view::end_occ_query ()
56{
57 ::end_occ_query ();
58}
59
19bool view::may_draw (const entity *e) 60bool view::may_draw (const entity *e)
20{ 61{
21 if (drawn.find (e) != drawn.end ()) 62 if (drawn.find (e) != drawn.end ())
22 return false; 63 return false;
23 64
24 drawn.insert (e); 65 drawn.insert (e);
25 return true; 66 return true;
26} 67}
27 68
69visibility_base *visible::get_visibility (view &ctx)
70{
71 view::visibility_map::iterator i = ctx.vismap.find (this);
72 visibility_base *vs;
73
74 if (i == ctx.vismap.end ())
75 {
76 vs = new_visibility ();
77 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
78 }
79 else
80 {
81 vs = i->second;
82
83 if (vs->generation != ctx.generation)
84 {
85 if (vs->generation + 1 != ctx.generation)
86 clear_visibility (vs);
87
88 vs->generation = ctx.generation;
89 }
90 }
91
92 return vs;
93
94}
95
28void view::reset_projection () 96void view::reset_projection ()
29{ 97{
30 renormalize (orig, p); 98 renormalize (orig, p);
31 99
32 glViewport (0, 0, w, h); 100 glViewport (0, 0, w, h);
33 101
34 glMatrixMode (GL_PROJECTION); 102 glMatrixMode (GL_PROJECTION);
35 glLoadIdentity (); 103 glLoadIdentity ();
36 104
37 gl_error = glGetError ();
38 GLdouble aspect = (GLdouble)w/h; 105 GLdouble aspect = (GLdouble)w/h;
39 GLdouble zNear = 1.;
40 GLdouble zFar = 500.;
41
42 gl_error = glGetError ();
43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 106 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
107
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 108 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
45 109
46 gl_error = glGetError (); 110 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
111
47 d = normalize (d);//D 112 d = normalize (d);//D
48 u = normalize (u);//D 113 u = normalize (u);//D
114
49 vec3 rz = -d; 115 vec3 rz = -d;
50 vec3 rx = cross (u, rz); 116 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx); 117 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53 118
54 matrix &m = projection; 119 matrix &m = projection;
55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 120 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; 121 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; 122 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; 123 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
59 gl_error = glGetError ();
60 124
61 glMultMatrixf ((GLfloat *)m.data); 125 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
126 //printf ("diagfact = %f\n", diagfact);
127 diagfact = sqrtf (3.);//D WHY???
62 128
63 gl_error = glGetError (); 129 glMultMatrixf (m);
130 glTranslatef (-p.x, -p.y, -p.z);
131
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 132 glGetFloatv (GL_PROJECTION_MATRIX, m);
65 133
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) ); 134 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) ); 135 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) ); 136 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) ); 137 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) ); 138 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) ); 139 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) );
73 140
74 gl_error = glGetError ();
75 glMatrixMode (GL_MODELVIEW); 141 glMatrixMode (GL_MODELVIEW);
76 glLoadIdentity (); 142 glLoadIdentity ();
77 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
79} 143}
80 144
81void view::begin () 145void view::begin ()
82{ 146{
147 generation++;
148
149 glColorMask (1, 1, 1, 1);
150 glDepthMask (1);
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 151 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85 152
86 vismap.clear ();
87 vislist.clear (); 153 vislist.clear ();
88 154
89 generation++; 155 z_far = nz_far;
156 c_far = nc_far;
157
158 if (z_far < z_near)
159 z_far = z_near * 2.;
90 160
91 reset_projection (); 161 reset_projection ();
92 162
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 163 nc_far = nz_far = z_near + 1.F;
94 ;
95
96 farlist.clear ();
97
98 // check occlusion queries here
99#if 0
100 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
101 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
102 occ_query_result ((*i)->occ_query);
103
104 checklist.clear ();
105#endif
106
107 world.detect_visibility (*this); 164 world.detect_visibility (*this);
165
166 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
108} 167}
109 168
110void view::end () 169void view::end ()
111{ 170{
112 vismap.clear (); 171 vislist.clear ();
113} 172}
173
174#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
114 175
115void view::pass (enum mode m) 176void view::pass (enum mode m)
116{ 177{
117 mode = m; 178 mode = m;
118 179
119 glDisable (GL_ALPHA_TEST); 180 glDisable (GL_ALPHA_TEST);
120 glDisable (GL_BLEND); 181 glDisable (GL_BLEND);
121 182
122 if (mode == view::DEPTH) 183 switch (mode)
123 { 184 {
185 case DEPTH:
124 glEnable (GL_POLYGON_OFFSET_FILL); 186 //glEnable (GL_POLYGON_OFFSET_FILL);
125 glPolygonOffset (0, 1); 187 //glPolygonOffset (0, 5);
188 glDisable (GL_MINMAX);
189 glDepthRange (DEPTH_OFFSET, 1.);
126 glDepthFunc (GL_LESS); 190 glDepthFunc (GL_LESS);
127 glDisable (GL_LIGHTING); 191 glEnable (GL_DEPTH_TEST);
128 glColorMask (0, 0, 0, 0); 192 glColorMask (0, 0, 0, 0);
129 cgGLEnableProfile (vsh_profile);// z-fighting?? 193 glDepthMask (1);
130 cgGLDisableProfile (fsh_profile); 194 break;
131 } 195
132 else 196 case POSTDEPTH:
133 { 197 glEnable (GL_DEPTH_TEST);
198 glDepthRange (DEPTH_OFFSET, 1.);
199 glColorMask (0, 0, 0, 0);
200 glDepthMask (0);
201
202 // check occlusion queries
203 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
204 {
205 occ_query oq(*this, i->data, ::occ_query_result (i->id));
206 i->recv->event (oq);
207 }
208
209 occ_queries.clear ();
210
211 break;
212
213 case LIGHTED:
134 glEnable (GL_MINMAX); 214 glEnable (GL_MINMAX);
135 glDisable (GL_POLYGON_OFFSET_FILL); 215 glDepthRange (0., 1. - DEPTH_OFFSET);
136 glDepthFunc (GL_LESS); 216 glDepthFunc (GL_LESS);
217 glColorMask (1, 1, 1, 1);
137 glDepthMask (0); 218 glDepthMask (0);
138 cgGLEnableProfile (vsh_profile); 219 break;
139 cgGLEnableProfile (fsh_profile);
140 } 220 }
141 221
142 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 222 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
143 (*i)->display (*this); 223 (*i)->display (*this);
144 224
145 drawn.clear (); 225 drawn.clear ();
146 226
227#if 0
147 if (mode == view::DEPTH || 1) 228 if (mode == view::DEPTH)
148 { 229 {
149 glEnable (GL_DEPTH_CLAMP_NV); 230 glEnable (GL_DEPTH_CLAMP_NV);
231 glDepthMask (0);
150 glDepthFunc (GL_LESS); 232 glDepthFunc (GL_LESS);
151 if (1) glDepthFunc (GL_LEQUAL);
152 glEnable (GL_COLOR_MATERIAL);
153 glDisable (GL_LIGHTING);
154 cgGLDisableProfile (vsh_profile);
155 cgGLDisableProfile (fsh_profile);
156 glShadeModel (GL_FLAT);
157 233
158#if 0 234 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
159 static int count; count++; 235 {
160 if (farlist.size ()) 236 begin_occ_query (**i);
161 printf ("%d: size %d\n", count, farlist.size ()); 237 (*i)->draw_bbox (*this);
238 end_occ_query ();
239 }
240
241 glDisable (GL_DEPTH_CLAMP_NV);
242 }
162#endif 243#endif
163
164 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
165 {
166 glColor3f (1,0,0);
167 (*i)->draw_bbox (*this);
168 }
169
170 glEnable (GL_DEPTH_TEST);
171 glDisable (GL_DEPTH_CLAMP_NV);
172 glShadeModel (GL_SMOOTH);
173 }
174
175 glColorMask (1, 1, 1, 0);
176 glDepthMask (1);
177
178} 244}
179 245
180 246

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