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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 1.59 by root, Mon Oct 18 12:01:14 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)
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 (const entity *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 = 1.; 108 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
40 GLdouble zFar = 500.; 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);
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_far = nz_far;
176 c_far = nc_far;
177
178 if (z_far < z_near)
179 z_far = z_near * 2.;
90 180
91 reset_projection (); 181 reset_projection ();
92 182
183 nc_far = nz_far = z_near + 1.F;
184}
185
186void view::end ()
187{
188 vislist.clear ();
189}
190
191#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
192
193void view::render (enum pass p)
194{
195 pass = p;
196
197 switch (pass)
198 {
199 case DEPTH:
200 //glEnable (GL_POLYGON_OFFSET_FILL);
201 //glPolygonOffset (0, 5);
202 glDisable (GL_MINMAX);
203 glDepthRange (DEPTH_OFFSET, 1.);
204 glDepthFunc (GL_LESS);
205 glEnable (GL_DEPTH_TEST);
206 glColorMask (0, 0, 0, 0);
207 glDepthMask (1);
208 glDisable (GL_DEPTH_CLAMP_NV);
209
210 world.depth_pass (*this);
211
212 printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D
213 break;
214
215 case POSTDEPTH:
216 glDepthRange (0., 1. - DEPTH_OFFSET);
217 glDepthFunc (GL_LESS);
218 glColorMask (0, 0, 0, 0);
219 glDepthMask (0);
220 glEnable (GL_DEPTH_CLAMP_NV);
221
222 // check occlusion queries
223 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
224 {
225 occ_query oq(*this, i->data, ::occ_query_result (i->id));
226 i->recv->event (oq);
227 }
228
229 occ_queries.clear ();
230
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 231 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
232 (*i)->display (*this);
233
234 break;
235
236 case LIGHTED:
237 glEnable (GL_MINMAX);
238 glDepthRange (0., 1. - DEPTH_OFFSET);
239 glDepthFunc (GL_LESS);
240 glColorMask (1, 1, 1, 1);
241 glDepthMask (0);
242 glDisable (GL_DEPTH_CLAMP_NV);
243
244 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
245 (*i)->display (*this);
246
247 break;
94 ; 248 }
249
250 drawn.clear ();
95 251
96 farlist.clear ();
97
98 // check occlusion queries here
99#if 0 252#if 0
253 if (pass == view::DEPTH)
254 {
255 glEnable (GL_DEPTH_CLAMP_NV);
256 glDepthMask (0);
257 glDepthFunc (GL_LESS);
258
100 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 259 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
101 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); 260 {
102 occ_query_result ((*i)->occ_query); 261 begin_occ_query (**i);
262 (*i)->draw_bbox (*this);
263 end_occ_query ();
264 }
103 265
104 checklist.clear (); 266 glDisable (GL_DEPTH_CLAMP_NV);
267 }
105#endif 268#endif
106
107 world.detect_visibility (*this);
108} 269}
109 270
110void view::end ()
111{
112 vismap.clear ();
113}
114 271
115void view::pass (enum mode m)
116{
117 mode = m;
118
119 glDisable (GL_ALPHA_TEST);
120 glDisable (GL_BLEND);
121
122 if (mode == view::DEPTH)
123 {
124 glEnable (GL_POLYGON_OFFSET_FILL);
125 glPolygonOffset (0, 1);
126 glDepthFunc (GL_LESS);
127 glDisable (GL_LIGHTING);
128 glColorMask (0, 0, 0, 0);
129 cgGLEnableProfile (vsh_profile);// z-fighting??
130 cgGLDisableProfile (fsh_profile);
131 }
132 else
133 {
134 glEnable (GL_MINMAX);
135 glDisable (GL_POLYGON_OFFSET_FILL);
136 glDepthFunc (GL_LESS);
137 glDepthMask (0);
138 cgGLEnableProfile (vsh_profile);
139 cgGLEnableProfile (fsh_profile);
140 }
141
142 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
143 (*i)->display (*this);
144
145 drawn.clear ();
146
147 if (mode == view::DEPTH || 1)
148 {
149 glEnable (GL_DEPTH_CLAMP_NV);
150 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
158#if 0
159 static int count; count++;
160 if (farlist.size ())
161 printf ("%d: size %d\n", count, farlist.size ());
162#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}
179
180

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