1 | #include <cmath> |
1 | #include <cmath> |
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2 | |
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3 | #include <GL/gl.h> |
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4 | #include <GL/glext.h> |
2 | |
5 | |
3 | #include "oct.h" |
6 | #include "oct.h" |
4 | #include "view.h" |
7 | #include "view.h" |
5 | |
8 | |
6 | draw_context::draw_context (view &v) |
9 | static GLenum gl_error; |
7 | : v(v), l(0), mode(LIGHTED) |
10 | view::view () |
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11 | : gamma(1.0) |
8 | { |
12 | { |
9 | } |
13 | } |
10 | |
14 | |
11 | draw_context::~draw_context () |
15 | view::~view () |
12 | { |
16 | { |
13 | } |
17 | } |
14 | |
18 | |
15 | bool draw_context::may_draw (entity_base *e) |
19 | bool view::may_draw (const entity *e) |
16 | { |
20 | { |
17 | if (drawn.find (e) != drawn.end ()) |
21 | if (drawn.find (e) != drawn.end ()) |
18 | return false; |
22 | return false; |
19 | |
23 | |
20 | drawn.insert (e); |
24 | drawn.insert (e); |
21 | return true; |
25 | return true; |
22 | } |
26 | } |
23 | |
27 | |
24 | void view::draw (draw_context &ctx) |
28 | void view::reset_projection () |
25 | { |
29 | { |
26 | // check occlusion queries here |
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27 | |
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28 | ctx.generation++; |
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29 | |
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30 | renormalize (orig, p); |
30 | renormalize (orig, p); |
31 | |
31 | |
32 | if (ctx.mode == draw_context::DEPTH) |
32 | glViewport (0, 0, w, h); |
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33 | |
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34 | glMatrixMode (GL_PROJECTION); |
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35 | glLoadIdentity (); |
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36 | |
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37 | gl_error = glGetError (); |
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38 | GLdouble aspect = (GLdouble)w/h; |
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39 | GLdouble zNear = 1.; |
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40 | GLdouble zFar = 500.; |
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41 | |
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42 | gl_error = glGetError (); |
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43 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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44 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
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45 | |
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46 | gl_error = glGetError (); |
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47 | d = normalize (d);//D |
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48 | u = normalize (u);//D |
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49 | vec3 rz = -d; |
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50 | vec3 rx = cross (u, rz); |
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51 | vec3 ry = cross (rz, rx); |
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52 | gl_error = glGetError (); |
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53 | |
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54 | matrix &m = projection; |
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55 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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56 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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57 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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58 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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59 | gl_error = glGetError (); |
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60 | |
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61 | glMultMatrixf ((GLfloat *)m.data); |
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62 | |
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63 | gl_error = glGetError (); |
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64 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
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65 | |
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66 | gl_error = glGetError (); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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73 | |
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74 | gl_error = glGetError (); |
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75 | glMatrixMode (GL_MODELVIEW); |
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76 | glLoadIdentity (); |
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77 | glTranslatef (-p.x, -p.y, -p.z); |
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78 | gl_error = glGetError (); |
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79 | } |
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80 | |
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81 | void view::begin () |
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82 | { |
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83 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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84 | glDepthRange (0, 1. - (1. / pow (2., 16.))); |
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85 | |
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86 | vismap.clear (); |
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87 | vislist.clear (); |
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88 | |
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89 | generation++; |
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90 | |
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91 | reset_projection (); |
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92 | |
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93 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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94 | ; |
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95 | |
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96 | farlist.clear (); |
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97 | |
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98 | // check occlusion queries here |
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99 | #if 0 |
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100 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
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101 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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102 | occ_query_result ((*i)->occ_query); |
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103 | |
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104 | checklist.clear (); |
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105 | #endif |
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106 | |
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107 | world.detect_visibility (*this); |
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108 | } |
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109 | |
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110 | void view::end () |
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111 | { |
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112 | vismap.clear (); |
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113 | } |
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114 | |
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115 | void view::pass (enum mode m) |
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116 | { |
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117 | mode = m; |
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118 | |
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119 | glDisable (GL_ALPHA_TEST); |
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120 | glDisable (GL_BLEND); |
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121 | |
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122 | if (mode == view::DEPTH) |
33 | { |
123 | { |
34 | glEnable (GL_POLYGON_OFFSET_FILL); |
124 | glEnable (GL_POLYGON_OFFSET_FILL); |
35 | glPolygonOffset (0, 1); |
125 | glPolygonOffset (0, 1); |
36 | glDepthFunc (GL_LESS); |
126 | glDepthFunc (GL_LESS); |
37 | glDisable (GL_LIGHTING); |
127 | glDisable (GL_LIGHTING); |
38 | glColorMask (0, 0, 0, 0); |
128 | glColorMask (0, 0, 0, 0); |
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129 | cgGLEnableProfile (vsh_profile);// z-fighting?? |
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130 | cgGLDisableProfile (fsh_profile); |
39 | } |
131 | } |
40 | else |
132 | else |
41 | { |
133 | { |
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134 | glEnable (GL_MINMAX); |
42 | glDisable (GL_POLYGON_OFFSET_FILL); |
135 | glDisable (GL_POLYGON_OFFSET_FILL); |
43 | glDrawBuffer (GL_BACK); |
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44 | glDepthFunc (GL_LEQUAL); |
136 | glDepthFunc (GL_LESS); |
45 | glEnable (GL_LIGHTING); |
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46 | glDepthMask (0); |
137 | glDepthMask (0); |
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138 | cgGLEnableProfile (vsh_profile); |
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139 | cgGLEnableProfile (fsh_profile); |
47 | } |
140 | } |
48 | |
141 | |
49 | glViewport (0, 0, w, h); |
142 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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143 | (*i)->display (*this); |
50 | |
144 | |
51 | glMatrixMode (GL_PROJECTION); |
145 | drawn.clear (); |
52 | glLoadIdentity (); |
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53 | |
146 | |
54 | GLdouble aspect = (GLdouble)w/h; |
147 | if (mode == view::DEPTH || 1) |
55 | GLdouble zNear = 0.1; |
148 | { |
56 | GLdouble zFar = 50.; |
149 | glEnable (GL_DEPTH_CLAMP_NV); |
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150 | glDepthFunc (GL_LESS); |
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151 | if (1) glDepthFunc (GL_LEQUAL); |
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152 | glEnable (GL_COLOR_MATERIAL); |
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153 | glDisable (GL_LIGHTING); |
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154 | cgGLDisableProfile (vsh_profile); |
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155 | cgGLDisableProfile (fsh_profile); |
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156 | glShadeModel (GL_FLAT); |
57 | |
157 | |
58 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
158 | #if 0 |
59 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
159 | static int count; count++; |
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160 | if (farlist.size ()) |
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161 | printf ("%d: size %d\n", count, farlist.size ()); |
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162 | #endif |
60 | |
163 | |
61 | d = normalize (d);//D |
164 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
62 | u = normalize (u);//D |
165 | { |
63 | vec3 rz = -d; |
166 | glColor3f (1,0,0); |
64 | vec3 rx = cross (u, rz); |
167 | (*i)->draw_bbox (*this); |
65 | vec3 ry = cross (rz, rx); |
168 | } |
66 | |
169 | |
67 | gl_matrix &m = ctx.projection; |
170 | glEnable (GL_DEPTH_TEST); |
68 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; |
171 | glDisable (GL_DEPTH_CLAMP_NV); |
69 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; |
172 | glShadeModel (GL_SMOOTH); |
70 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; |
173 | } |
71 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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72 | |
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73 | glMultMatrixf ((GLfloat *)m.data); |
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74 | |
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75 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
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76 | |
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77 | ctx.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) ); |
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78 | ctx.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) ); |
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79 | ctx.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) ); |
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80 | ctx.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) ); |
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81 | ctx.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) ); |
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82 | ctx.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) ); |
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83 | |
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84 | for (int i = 0; i < 4; i++) |
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85 | for (int j = 0; j < 4 ; j++) |
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86 | mvp[i][j] = m(i,j); |
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87 | |
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88 | glMatrixMode (GL_MODELVIEW); |
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89 | glLoadIdentity (); |
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90 | |
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91 | world.draw (ctx); |
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92 | |
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93 | ctx.drawn.clear (); |
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94 | |
174 | |
95 | glColorMask (1, 1, 1, 0); |
175 | glColorMask (1, 1, 1, 0); |
96 | glDepthMask (1); |
176 | glDepthMask (1); |
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177 | |
97 | } |
178 | } |
98 | |
179 | |
99 | |
180 | |