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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 1.74 by root, Sat Nov 6 04:26:18 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
10pass pass_depth (0);
11
12vector<GLuint> occ_query_objects;
13
14static GLuint begin_occ_query ()
15{
16 GLuint id;
17
18 if (occ_query_objects.size ())
19 {
20 id = *(occ_query_objects.end () - 1);
21 occ_query_objects.pop_back ();
22 }
23 else
24 glGenQueries (1, &id);
25
26 glBeginQuery (GL_SAMPLES_PASSED, id);
27 return id;
28}
29
30inline void end_occ_query ()
31{
32 glEndQuery (GL_SAMPLES_PASSED);
33}
34
35static GLuint occ_query_result (GLuint id)
36{
37 GLuint count;
38
39 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
40 occ_query_objects.push_back (id);
41
42 return count;
43}
44
10view::view () 45view::view ()
11: gamma(1.0) 46: gamma(1.0), nz_near (1.F), nz_far (2.F)
12{ 47{
13} 48}
14 49
15view::~view () 50view::~view ()
16{ 51{
52}
53
54void view::begin_occ_query (recv_occ_query &recv, void *id)
55{
56 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
57}
58
59void view::end_occ_query ()
60{
61 ::end_occ_query ();
17} 62}
18 63
19bool view::may_draw (const entity *e) 64bool view::may_draw (const entity *e)
20{ 65{
21 if (drawn.find (e) != drawn.end ()) 66 if (drawn.find (e) != drawn.end ())
23 68
24 drawn.insert (e); 69 drawn.insert (e);
25 return true; 70 return true;
26} 71}
27 72
73visibility_base *visible::get_visibility (view &ctx)
74{
75 view::visibility_map::iterator i = ctx.vismap.find (this);
76 visibility_base *vs;
77
78 if (i == ctx.vismap.end ())
79 {
80 vs = new_visibility ();
81 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
82 }
83 else
84 {
85 vs = i->second;
86
87 if (vs->generation != ctx.generation)
88 {
89 if (vs->generation + 1 != ctx.generation)
90 clear_visibility (vs);
91
92 vs->generation = ctx.generation;
93 }
94 }
95
96 return vs;
97}
98
28void view::reset_projection () 99void view::reset_projection ()
29{ 100{
30 renormalize (orig, p); 101 renormalize (orig, p);
31 102
32 glViewport (0, 0, w, h); 103 glViewport (0, 0, w, h);
33 104
34 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
35 glLoadIdentity (); 106 glLoadIdentity ();
36 107
37 gl_error = glGetError ();
38 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
39 GLdouble zNear = 1.; 109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
40 GLdouble zFar = 500.; 110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
41 112
42 gl_error = glGetError (); 113 matrix perspective;
43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 114#if 1
115 {
116 matrix &m = perspective;
117
118 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
119 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
120 m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0;
121 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
122
123 glLoadMatrixf (perspective);
124 }
125#else
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 126 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
127#endif
45 128
46 gl_error = glGetError (); 129 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
130
131 perspfact = z_near / ymax * 0.5F * h;
132
133 glMatrixMode (GL_MODELVIEW);
134 glLoadIdentity ();
135 matrix &m = projection;
136
47 d = normalize (d);//D 137 d = normalize (d);//D
48 u = normalize (u);//D 138 u = normalize (u);//D
139
49 vec3 rz = -d; 140 vec3 rz = -d;
50 vec3 rx = cross (u, rz); 141 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx); 142 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53 143
54 matrix &m = projection;
55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 144 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; 145 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; 146 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; 147 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
59 gl_error = glGetError ();
60 148
61 glMultMatrixf ((GLfloat *)m.data); 149 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
150 //printf ("diagfact = %f\n", diagfact);
151 diagfact = sqrtf (3.);//D WHY???
62 152
63 gl_error = glGetError (); 153 glMultMatrixf (m);
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 154
155 glGetFloatv (GL_MODELVIEW_MATRIX, m);
65 156
66 gl_error = glGetError (); 157 m = perspective * m;
158
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) ); 159 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) ); 160 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) ); 161 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) ); 162 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) ); 163 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) ); 164 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) );
73 165
74 gl_error = glGetError (); 166 {
75 glMatrixMode (GL_MODELVIEW); 167 GLdouble frustlen = z_far - z_near;
76 glLoadIdentity (); 168 GLdouble fheight = frustlen * ftan;
169 GLdouble fwidth = fheight * w / h;
170 point half (0, 0, z_near + frustlen * .5);
171 point corner (fwidth, fheight, frustlen);
172
173 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
174 }
175
176 {
177 GLdouble depth = h / ftan;
178
179 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
180 }
181
77 glTranslatef (-p.x, -p.y, -p.z); 182 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
79} 183}
80 184
81void view::begin () 185void view::begin ()
82{ 186{
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 187 generation++;
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85 188
86 vismap.clear ();
87 vislist.clear (); 189 vislist.clear ();
88 190
89 generation++; 191 z_near = max (nz_near, 1.F);
192 z_far = max (nz_far, z_near * 2.F);
193 c_far = nc_far;
90 194
91 reset_projection (); 195 reset_projection ();
92 196
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 197 nz_near = 100.;
94 ; 198 nc_far = nz_far = 1.F;
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);
108} 199}
109 200
110void view::end () 201void view::end ()
111{ 202{
112 vismap.clear (); 203 vislist.clear ();
113} 204}
114 205
115void view::pass (enum mode m) 206#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
116{
117 mode = m;
118 207
119 glDisable (GL_ALPHA_TEST); 208void view::render (enum pass_type p, pass &data)
120 glDisable (GL_BLEND); 209{
210 pass_type = p;
211 pass_data = &data;
121 212
122 if (mode == view::DEPTH) 213 switch (pass_type)
123 { 214 {
215 case DEPTH:
216 glColorMask (1, 1, 1, 1);
217 glDepthMask (1);
218
219 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
220
221 //glEnable (GL_STENCIL_TEST); // for depth-passes
222 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
223 //glStencilFunc (GL_LESS, 1, 255);
224
124 glEnable (GL_POLYGON_OFFSET_FILL); 225 //glEnable (GL_POLYGON_OFFSET_FILL);
125 glPolygonOffset (0, 1); 226 //glPolygonOffset (0, 5);
227 glDisable (GL_MINMAX);
228 glDepthRange (DEPTH_OFFSET, 1.);
126 glDepthFunc (GL_LESS); 229 glDepthFunc (GL_LESS);
127 glDisable (GL_LIGHTING); 230 glEnable (GL_DEPTH_TEST);
128 glColorMask (0, 0, 0, 0); 231 glColorMask (0, 0, 0, 0);
129 cgGLEnableProfile (vsh_profile);// z-fighting?? 232 glDisable (GL_DEPTH_CLAMP_NV);
130 cgGLDisableProfile (fsh_profile); 233
131 } 234 world.detect_visibility (*this);
132 else 235
133 { 236 break;
134 glEnable (GL_MINMAX); 237
135 glDisable (GL_POLYGON_OFFSET_FILL); 238 case POSTDEPTH:
239 glDepthRange (0., 1. - DEPTH_OFFSET);
136 glDepthFunc (GL_LESS); 240 glDepthFunc (GL_LESS);
241 glColorMask (0, 0, 0, 0);
137 glDepthMask (0); 242 glDepthMask (0);
138 cgGLEnableProfile (vsh_profile); 243 glEnable (GL_DEPTH_CLAMP_NV);
139 cgGLEnableProfile (fsh_profile); 244 glDisable (GL_STENCIL_TEST);
245
246 // check occlusion queries
247 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
248 {
249 occ_query oq(*this, i->data, ::occ_query_result (i->id));
250 i->recv->event (oq);
251 }
252
253 occ_queries.clear ();
254
255 break;
256
257 case LIGHTED:
258 glClear (GL_STENCIL_BUFFER_BIT);
259 //glEnable (GL_STENCIL_TEST);
260 glEnable (GL_MINMAX);
261 glDepthRange (0., 1. - DEPTH_OFFSET);
262 glDepthFunc (GL_LESS);
263 glColorMask (1, 1, 1, 1);
264 glDepthMask (0);
265 glDisable (GL_DEPTH_CLAMP_NV);
266
267 break;
140 } 268 }
141 269
142 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 270 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
143 (*i)->display (*this); 271 (*i)->display (*this);
144 272
273 if (pass_type == DEPTH)
274 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
275
145 drawn.clear (); 276 drawn.clear ();
146 277
278#if 0
147 if (mode == view::DEPTH || 1) 279 if (pass == view::DEPTH)
148 { 280 {
149 glEnable (GL_DEPTH_CLAMP_NV); 281 glEnable (GL_DEPTH_CLAMP_NV);
282 glDepthMask (0);
150 glDepthFunc (GL_LESS); 283 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);
157 284
158#if 0 285 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
159 static int count; count++; 286 {
160 if (farlist.size ()) 287 begin_occ_query (**i);
161 printf ("%d: size %d\n", count, farlist.size ()); 288 (*i)->draw_bbox (*this);
289 end_occ_query ();
290 }
291
292 glDisable (GL_DEPTH_CLAMP_NV);
293 }
162#endif 294#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} 295}
179 296
297void light::enable ()
298{
299 lightpos->set (p);
300}
180 301
302void light::disable ()
303{
304}
305
306static shader::varying_1f camdist;
307static shader::varying_3f lightvec;
308
309void linear_light::vsh ()
310{
311 using namespace shader::compile;
312
313 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
314 camdist = max (1 - length (lightvec) / radius, 0);
315
316 fsh ();
317}
318
319void linear_light::fsh ()
320{
321 using namespace shader::compile;
322
323 sh_lightvec = lightvec;
324 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
325}
326
327

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