1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
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3 | #include "opengl.h" |
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4 | |
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5 | #include "view.h" |
3 | #include "oct.h" |
6 | #include "oct.h" |
4 | #include "view.h" |
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5 | |
7 | |
6 | draw_context::draw_context (view &v) |
8 | using namespace gl; |
7 | : v(v), l(0), mode(LIGHTED) |
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8 | { |
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9 | } |
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10 | |
9 | |
11 | draw_context::~draw_context () |
10 | pass pass_depth (0); |
12 | { |
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13 | } |
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14 | |
11 | |
15 | void draw_context::transform (const matrix &m) |
12 | vector<GLuint> occ_query_objects; |
16 | { |
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17 | modelview = modelview * m; |
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18 | mvp = projection * modelview; |
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19 | } |
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20 | |
13 | |
21 | bool draw_context::may_draw (entity_base *e) |
14 | static GLuint begin_occ_query () |
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15 | { |
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16 | GLuint id; |
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17 | |
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18 | if (occ_query_objects.size ()) |
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19 | { |
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20 | id = *(occ_query_objects.end () - 1); |
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21 | occ_query_objects.pop_back (); |
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22 | } |
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23 | else |
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24 | glGenQueries (1, &id); |
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25 | |
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26 | glBeginQuery (GL_SAMPLES_PASSED, id); |
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27 | return id; |
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28 | } |
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29 | |
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30 | inline void end_occ_query () |
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31 | { |
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32 | glEndQuery (GL_SAMPLES_PASSED); |
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33 | } |
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34 | |
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35 | static GLuint occ_query_result (GLuint id) |
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36 | { |
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37 | GLuint count; |
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38 | |
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39 | glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
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40 | occ_query_objects.push_back (id); |
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41 | |
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42 | return count; |
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43 | } |
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44 | |
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45 | view::view () |
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46 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
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47 | { |
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48 | } |
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49 | |
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50 | view::~view () |
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51 | { |
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52 | } |
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53 | |
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54 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
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55 | { |
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56 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
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57 | } |
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58 | |
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59 | void view::end_occ_query () |
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60 | { |
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61 | ::end_occ_query (); |
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62 | } |
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63 | |
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64 | bool view::may_draw (const entity *e) |
22 | { |
65 | { |
23 | if (drawn.find (e) != drawn.end ()) |
66 | if (drawn.find (e) != drawn.end ()) |
24 | return false; |
67 | return false; |
25 | |
68 | |
26 | drawn.insert (e); |
69 | drawn.insert (e); |
27 | return true; |
70 | return true; |
28 | } |
71 | } |
29 | |
72 | |
30 | void view::draw (draw_context &ctx) |
73 | visibility_base *visible::get_visibility (view &ctx) |
31 | { |
74 | { |
32 | // check occlusion queries here |
75 | view::visibility_map::iterator i = ctx.vismap.find (this); |
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76 | visibility_base *vs; |
33 | |
77 | |
34 | ctx.generation++; |
78 | if (i == ctx.vismap.end ()) |
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79 | { |
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80 | vs = new_visibility (); |
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81 | ctx.vismap.insert (view::visibility_map::value_type (this, vs)); |
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82 | } |
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83 | else |
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84 | { |
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85 | vs = i->second; |
35 | |
86 | |
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87 | if (vs->generation != ctx.generation) |
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88 | { |
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89 | if (vs->generation + 1 != ctx.generation) |
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90 | clear_visibility (vs); |
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91 | |
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92 | vs->generation = ctx.generation; |
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93 | } |
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94 | } |
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95 | |
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96 | return vs; |
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97 | } |
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98 | |
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99 | void view::reset_projection () |
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100 | { |
36 | renormalize (orig, p); |
101 | renormalize (orig, p); |
37 | |
102 | |
38 | if (ctx.mode == draw_context::DEPTH) |
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39 | { |
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40 | glEnable (GL_POLYGON_OFFSET_FILL); |
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41 | glPolygonOffset (0, 1); |
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42 | glDepthFunc (GL_LESS); |
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43 | glDisable (GL_LIGHTING); |
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44 | glColorMask (0, 0, 0, 0); |
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45 | } |
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46 | else |
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47 | { |
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48 | glDisable (GL_POLYGON_OFFSET_FILL); |
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49 | glDrawBuffer (GL_BACK); |
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50 | glDepthFunc (GL_LEQUAL); |
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51 | glEnable (GL_LIGHTING); |
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52 | glDepthMask (0); |
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53 | } |
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54 | |
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55 | glViewport (0, 0, w, h); |
103 | glViewport (0, 0, w, h); |
56 | |
104 | |
57 | glMatrixMode (GL_PROJECTION); |
105 | glMatrixMode (GL_PROJECTION); |
58 | glLoadIdentity (); |
106 | glLoadIdentity (); |
59 | |
107 | |
60 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble aspect = (GLdouble)w/h; |
61 | GLdouble zNear = 0.1; |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
62 | GLdouble zFar = 50.; |
110 | GLdouble ymax = z_near * ftan; |
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111 | GLdouble xmax = ymax * aspect; |
63 | |
112 | |
64 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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65 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
113 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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114 | |
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115 | perspfact = z_near / ymax * 0.5F * h; |
66 | |
116 | |
67 | d = normalize (d);//D |
117 | d = normalize (d);//D |
68 | u = normalize (u);//D |
118 | u = normalize (u);//D |
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119 | |
69 | vec3 rz = -d; |
120 | vec3 rz = -d; |
70 | vec3 rx = cross (u, rz); |
121 | vec3 rx = cross (u, rz); |
71 | vec3 ry = cross (rz, rx); |
122 | vec3 ry = cross (rz, rx); |
72 | |
123 | |
73 | matrix &m = ctx.projection; |
124 | matrix &m = projection; |
74 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; |
125 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
75 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; |
126 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
76 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; |
127 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
77 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
128 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
78 | |
129 | |
79 | glMultMatrixf ((GLfloat *)m.data); |
130 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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131 | //printf ("diagfact = %f\n", diagfact); |
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132 | diagfact = sqrtf (3.);//D WHY??? |
80 | |
133 | |
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134 | glMultMatrixf (m); |
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135 | |
81 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
136 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
82 | |
137 | |
83 | 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) ); |
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) ); |
84 | 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) ); |
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) ); |
85 | 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) ); |
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) ); |
86 | 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) ); |
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) ); |
87 | 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) ); |
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) ); |
88 | 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) ); |
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) ); |
89 | |
144 | |
90 | for (int i = 0; i < 4; i++) |
145 | { |
91 | for (int j = 0; j < 4 ; j++) |
146 | GLdouble frustlen = z_far - z_near; |
92 | mvp[i][j] = m(i,j); |
147 | GLdouble fheight = frustlen * ftan; |
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148 | GLdouble fwidth = fheight * w / h; |
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149 | point half (0, 0, z_near + frustlen * .5); |
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150 | point corner (fwidth, fheight, frustlen); |
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151 | |
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152 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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153 | } |
93 | |
154 | |
94 | ctx.modelview.identity (); |
155 | { |
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156 | GLdouble depth = h / ftan; |
95 | |
157 | |
96 | world.draw (ctx); |
158 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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159 | } |
97 | |
160 | |
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161 | glMatrixMode (GL_MODELVIEW); |
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162 | glLoadIdentity (); |
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163 | glTranslatef (-p.x, -p.y, -p.z); |
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164 | } |
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165 | |
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166 | void view::begin () |
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167 | { |
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168 | generation++; |
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169 | |
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170 | vislist.clear (); |
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171 | |
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172 | z_near = max (nz_near, 1.F); |
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173 | z_far = max (nz_far, z_near * 2.F); |
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174 | c_far = nc_far; |
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175 | |
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176 | reset_projection (); |
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177 | |
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178 | nz_near = 100.; |
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179 | nc_far = nz_far = 1.F; |
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180 | } |
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181 | |
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182 | void view::end () |
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183 | { |
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184 | vislist.clear (); |
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185 | } |
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186 | |
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187 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
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188 | |
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189 | void view::render (enum pass_type p, pass &data) |
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190 | { |
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191 | pass_type = p; |
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192 | pass_data = &data; |
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193 | |
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194 | switch (pass_type) |
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195 | { |
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196 | case DEPTH: |
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197 | glColorMask (1, 1, 1, 1); |
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198 | glDepthMask (1); |
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199 | |
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200 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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201 | |
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202 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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203 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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204 | //glStencilFunc (GL_LESS, 1, 255); |
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205 | |
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206 | //glEnable (GL_POLYGON_OFFSET_FILL); |
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207 | //glPolygonOffset (0, 5); |
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208 | glDisable (GL_MINMAX); |
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209 | glDepthRange (DEPTH_OFFSET, 1.); |
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210 | glDepthFunc (GL_LESS); |
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211 | glEnable (GL_DEPTH_TEST); |
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212 | glColorMask (0, 0, 0, 0); |
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213 | glDisable (GL_DEPTH_CLAMP_NV); |
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214 | |
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215 | world.detect_visibility (*this); |
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216 | |
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217 | break; |
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218 | |
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219 | case POSTDEPTH: |
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220 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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221 | glDepthFunc (GL_LESS); |
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222 | glColorMask (0, 0, 0, 0); |
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223 | glDepthMask (0); |
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224 | glEnable (GL_DEPTH_CLAMP_NV); |
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225 | glDisable (GL_STENCIL_TEST); |
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226 | |
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227 | // check occlusion queries |
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228 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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229 | { |
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230 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
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231 | i->recv->event (oq); |
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232 | } |
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233 | |
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234 | occ_queries.clear (); |
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235 | |
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236 | break; |
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237 | |
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238 | case LIGHTED: |
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239 | glClear (GL_STENCIL_BUFFER_BIT); |
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240 | //glEnable (GL_STENCIL_TEST); |
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241 | glEnable (GL_MINMAX); |
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242 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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243 | glDepthFunc (GL_LESS); |
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244 | glColorMask (1, 1, 1, 1); |
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245 | glDepthMask (0); |
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246 | glDisable (GL_DEPTH_CLAMP_NV); |
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247 | |
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248 | break; |
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249 | } |
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250 | |
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251 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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252 | (*i)->display (*this); |
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253 | |
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254 | if (pass_type == DEPTH) |
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255 | 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 |
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256 | |
98 | ctx.drawn.clear (); |
257 | drawn.clear (); |
99 | |
258 | |
100 | glColorMask (1, 1, 1, 0); |
259 | #if 0 |
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260 | if (pass == view::DEPTH) |
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261 | { |
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262 | glEnable (GL_DEPTH_CLAMP_NV); |
101 | glDepthMask (1); |
263 | glDepthMask (0); |
102 | } |
264 | glDepthFunc (GL_LESS); |
103 | |
265 | |
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266 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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267 | { |
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268 | begin_occ_query (**i); |
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269 | (*i)->draw_bbox (*this); |
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270 | end_occ_query (); |
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271 | } |
104 | |
272 | |
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273 | glDisable (GL_DEPTH_CLAMP_NV); |
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274 | } |
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275 | #endif |
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276 | } |
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277 | |
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278 | void light::enable () |
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279 | { |
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280 | lightpos->set (p); |
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281 | } |
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282 | |
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283 | void light::disable () |
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284 | { |
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285 | } |
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286 | |
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287 | static shader::varying_1f camdist; |
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288 | static shader::varying_3f lightvec; |
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289 | |
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290 | void linear_light::vsh () |
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291 | { |
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292 | using namespace shader::compile; |
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293 | |
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294 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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295 | camdist = max (1 - length (lightvec) / radius, 0); |
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296 | } |
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297 | |
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298 | shader::temp_3f linear_light::operator ()() |
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299 | { |
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300 | using namespace shader::compile; |
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301 | |
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302 | temp_3f res; |
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303 | res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
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304 | |
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305 | return res; |
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306 | } |
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307 | |
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308 | |