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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 1.84 by root, Thu Jan 6 03:09:24 2005 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" 7#include "material.h"
8 8
9 static GLenum gl_error; 9using namespace gl;
10
11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
13
14vector<GLuint> occ_query_objects;
15
16static GLuint begin_occ_query ()
17{
18 GLuint id;
19
20 if (occ_query_objects.size ())
21 {
22 id = *(occ_query_objects.end () - 1);
23 occ_query_objects.pop_back ();
24 }
25 else
26 glGenQueries (1, &id);
27
28 glBeginQuery (GL_SAMPLES_PASSED, id);
29 return id;
30}
31
32inline void end_occ_query ()
33{
34 glEndQuery (GL_SAMPLES_PASSED);
35}
36
37static GLuint occ_query_result (GLuint id)
38{
39 GLuint count;
40
41 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
42 occ_query_objects.push_back (id);
43
44 return count;
45}
46
10view::view () 47view::view ()
11: gamma(1.0) 48: gamma(1.0), nz_near (1.F), nz_far (2.F)
12{ 49{
13} 50}
14 51
15view::~view () 52view::~view ()
16{ 53{
54}
55
56void view::begin_occ_query (recv_occ_query &recv, void *id)
57{
58 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
59}
60
61void view::end_occ_query ()
62{
63 ::end_occ_query ();
64}
65
66struct occ_query_material : material
67{
68 void vsh (view &ctx);
69 void fsh (view &ctx);
70};
71
72static struct occ_query_material occ_query_material;
73
74void occ_query_material::vsh (view &ctx)
75{
76 std_vsh ();
77}
78
79void occ_query_material::fsh (view &ctx)
80{
81 // nop
17} 82}
18 83
19bool view::may_draw (const entity *e) 84bool view::may_draw (const entity *e)
20{ 85{
21 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
23 88
24 drawn.insert (e); 89 drawn.insert (e);
25 return true; 90 return true;
26} 91}
27 92
93visibility_base *visible::get_visibility (view &ctx)
94{
95 view::visibility_map::iterator i = ctx.vismap.find (this);
96 visibility_base *vs;
97
98 if (i == ctx.vismap.end ())
99 {
100 vs = new_visibility ();
101 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
102 }
103 else
104 {
105 vs = i->second;
106
107 if (vs->generation != ctx.generation)
108 {
109 if (ctx.generation - vs->generation > 2)
110 clear_visibility (vs);
111
112 vs->generation = ctx.generation;
113 }
114 }
115
116 return vs;
117}
118
28void view::reset_projection () 119void view::reset_projection ()
29{ 120{
30 renormalize (orig, p); 121 renormalize (orig, p);
31 122
32 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
33 124
34 glMatrixMode (GL_PROJECTION); 125 glMatrixMode (GL_PROJECTION);
126
127 GLdouble aspect = (GLdouble)w/h;
128 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
129 GLdouble ymax = ftan;
130 GLdouble xmax = ymax * aspect;
131
132 matrix perspective;
133 {
134 matrix &m = perspective;
135
136 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
137 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
138 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
139 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
140
141 glLoadMatrixf (perspective);
142 }
143 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
144
145 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
146
147 perspfact = z_near / ymax * 0.5F * h;
148
149 glMatrixMode (GL_MODELVIEW);
35 glLoadIdentity (); 150 glLoadIdentity ();
151 matrix &m = projection;
36 152
37 gl_error = glGetError ();
38 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));
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
45
46 gl_error = glGetError ();
47 d = normalize (d);//D 153 d = normalize (d);//D
48 u = normalize (u);//D 154 u = normalize (u);//D
155
49 vec3 rz = -d; 156 vec3 rz = -d;
50 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53 159
54 matrix &m = projection;
55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 160 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; 161 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; 162 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; 163 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
59 gl_error = glGetError ();
60 164
61 glMultMatrixf ((GLfloat *)m.data); 165 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
166 diagfact = sqrtf (3.F);
167 //printf ("diagfact = %f\n", diagfact);
168 //diagfact = sqrtf (3.);//D WHY???
62 169
63 gl_error = glGetError (); 170 glMultMatrixf (m);
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
65 171
66 gl_error = glGetError (); 172 glTranslatef (-p.x, -p.y, -p.z);
173
174 glGetFloatv (GL_MODELVIEW_MATRIX, m);
175
176 m = perspective * m;
177
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) ); 178 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) ); 179 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) ); 180 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) ); 181 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) ); 182 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) ); 183 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) );
73 184
74 gl_error = glGetError (); 185#if 0
75 glMatrixMode (GL_MODELVIEW); 186 {
76 glLoadIdentity (); 187 GLdouble frustlen = z_far - z_near;
77 glTranslatef (-p.x, -p.y, -p.z); 188 GLdouble fheight = frustlen * ftan;
78 gl_error = glGetError (); 189 GLdouble fwidth = fheight * w / h;
190 point half (0, 0, z_near + frustlen * .5);
191 point corner (fwidth, fheight, frustlen);
192
193 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
194 }
195#endif
196
197 {
198 GLdouble depth = h / ftan;
199
200 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
201 }
79} 202}
80 203
81void view::begin () 204void view::begin ()
82{ 205{
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 206 generation++;
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85 207
86 vismap.clear ();
87 vislist.clear (); 208 vislist.clear ();
209 postdepthlist.clear ();
88 210
89 generation++; 211 z_near = max (nz_near, 1.F);
212 z_far = max (nz_far, 1E10F);//D
213 c_far = nc_far;
90 214
91 reset_projection (); 215 reset_projection ();
92 216
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 217 nz_near = 100.;
94 ; 218 nc_far = nz_far = 1.F;
95 219
96 farlist.clear (); 220 first_lighted = false;
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} 221}
109 222
110void view::end () 223void view::end ()
111{ 224{
112 vismap.clear (); 225 vislist.clear ();
113} 226}
114 227
115void view::pass (enum mode m) 228#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
116{
117 mode = m;
118 229
119 glDisable (GL_ALPHA_TEST); 230void view::render (pass_data &pass)
120 glDisable (GL_BLEND); 231{
232 this->pass = &pass;
121 233
122 if (mode == view::DEPTH) 234 stat1 = stat2 = 0; //D
235
236 switch (pass.type)
123 { 237 {
238 case DEPTH:
239 glColorMask (1, 1, 1, 1);
240 glDepthMask (1);
241 glDisable (GL_BLEND);
242
243 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
244 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
245
246 //glEnable (GL_STENCIL_TEST); // for depth-passes
247 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
248 //glStencilFunc (GL_LESS, 1, 255);
249
124 glEnable (GL_POLYGON_OFFSET_FILL); 250 //glEnable (GL_POLYGON_OFFSET_FILL);
125 glPolygonOffset (0, 1); 251 //glPolygonOffset (0, 5);
252 glEnable (GL_CULL_FACE);
253 glDisable (GL_MINMAX);
254 glDepthRange (DEPTH_OFFSET, 1.);
126 glDepthFunc (GL_LESS); 255 glDepthFunc (GL_LESS);
127 glDisable (GL_LIGHTING); 256 glEnable (GL_DEPTH_TEST);
128 glColorMask (0, 0, 0, 0); 257 glColorMask (0, 0, 0, 0);
129 cgGLEnableProfile (vsh_profile);// z-fighting?? 258
130 cgGLDisableProfile (fsh_profile); 259 world.detect_visibility (*this);
131 } 260
132 else 261 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
133 { 262 (*i)->draw_depth (*this);
134 glEnable (GL_MINMAX); 263
135 glDisable (GL_POLYGON_OFFSET_FILL); 264 if (pass.type == DEPTH)
265 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
266 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
267
268 break;
269
270 case POSTDEPTH:
271 glDepthRange (0., 1. - DEPTH_OFFSET);
136 glDepthFunc (GL_LESS); 272 glDepthFunc (GL_LESS);
273 glColorMask (0, 0, 0, 0);
137 glDepthMask (0); 274 glDepthMask (0);
138 cgGLEnableProfile (vsh_profile); 275 glDisable (GL_STENCIL_TEST);
139 cgGLEnableProfile (fsh_profile); 276 glDisable (GL_CULL_FACE);
277
278 glEnable (GL_DEPTH_CLAMP_NV);
279
280 occ_query_material.enable (*this);
281
282 // check occlusion queries
283 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
284 {
285 occ_query oq(*this, i->data, ::occ_query_result (i->id));
286 i->recv->event (oq);
287 }
288
289 occ_query_material.disable (*this);
290
291 occ_queries.clear ();
292
293 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
294 (*i)->draw_postdepth (*this);
295
296 glDisable (GL_DEPTH_CLAMP_NV);
297
298 first_lighted = true;
299
300 break;
301
302 case LIGHTED:
303 if (first_lighted)
304 glDisable (GL_BLEND);
305 else
306 {
307 glBlendFunc (GL_ONE, GL_ONE);
308 glEnable (GL_BLEND);
309 }
310
311 //glClear (GL_STENCIL_BUFFER_BIT);
312 //glEnable (GL_STENCIL_TEST);
313 glEnable (GL_CULL_FACE);
314 glEnable (GL_MINMAX);
315 glDepthRange (0., 1. - DEPTH_OFFSET);
316 glDepthFunc (GL_LESS);
317 glColorMask (1, 1, 1, 1);
318 glDepthMask (0);
319
320 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
321 (*i)->draw_lighted (*this);
322
323 first_lighted = false;
324
325 break;
140 } 326 }
141 327
142 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
143 (*i)->display (*this);
144
145 drawn.clear (); 328 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} 329}
179 330
331void light::enable ()
332{
333 lightpos->set (p);
334}
180 335
336void light::disable ()
337{
338}
339
340static shader::varying_1f camdist;
341static shader::varying_3f lightvec;
342
343void linear_light::vsh ()
344{
345 using namespace shader::compile;
346
347 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
348 camdist = max (1 - length (lightvec) / radius, 0);
349
350 fsh ();
351}
352
353void linear_light::fsh ()
354{
355 using namespace shader::compile;
356
357 sh_lightvec = lightvec;
358 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
359}
360
361

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