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Comparing libgender/view.C (file contents):
Revision 1.2 by root, Sun Oct 3 22:46:03 2004 UTC vs.
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "opengl.h"
4
5#include "view.h"
3#include "oct.h" 6#include "oct.h"
4#include "view.h"
5 7
6draw_context::draw_context (view &v) 8using namespace gl;
7: v(v), l(0), mode(LIGHTED)
8{
9}
10 9
11draw_context::~draw_context () 10pass pass_depth (0);
12{
13}
14 11
15bool draw_context::may_draw (entity_base *e) 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
45view::view ()
46: gamma(1.0), nz_near (1.F), nz_far (2.F)
47{
48}
49
50view::~view ()
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 ();
62}
63
64bool view::may_draw (const entity *e)
16{ 65{
17 if (drawn.find (e) != drawn.end ()) 66 if (drawn.find (e) != drawn.end ())
18 return false; 67 return false;
19 68
20 drawn.insert (e); 69 drawn.insert (e);
21 return true; 70 return true;
22} 71}
23 72
24void view::draw (draw_context &ctx) 73visibility_base *visible::get_visibility (view &ctx)
25{ 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
99void view::reset_projection ()
100{
101 renormalize (orig, p);
102
26 glViewport (0, 0, w, h); 103 glViewport (0, 0, w, h);
27 104
28 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
29 glLoadIdentity (); 106 glLoadIdentity ();
30 107
31 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
32 GLdouble zNear = 0.0001; 109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
33 GLdouble zFar = 1000.; 110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
34 112
35 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
36 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
114
115 perspfact = z_near / ymax * 0.5F * h;
116
117 d = normalize (d);//D
118 u = normalize (u);//D
37 119
38 vec3 rz = -d; 120 vec3 rz = -d;
39 vec3 rx = cross (u, rz); 121 vec3 rx = cross (u, rz);
40 vec3 ry = cross (rz, rx); 122 vec3 ry = cross (rz, rx);
41 123
42 GLfloat m[4][4]; 124 matrix &m = projection;
43 m[0][0] = rx.x; m[0][1] = rx.y; m[0][2] = rx.z; m[0][3] = 0; 125 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
44 m[1][0] = ry.x; m[1][1] = ry.y; m[1][2] = ry.z; m[1][3] = 0; 126 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
45 m[2][0] = rz.x; m[2][1] = rz.y; m[2][2] = rz.z; m[2][3] = 0; 127 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
46 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;
129
130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
131 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY???
133
47 glMultMatrixf ((GLfloat *)m); 134 glMultMatrixf (m);
48 glTranslatef (-p.x, -p.y, -p.z); 135
136 glGetFloatv (GL_PROJECTION_MATRIX, m);
137
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) );
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) );
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) );
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) );
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) );
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) );
144
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 }
49 160
50 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
51 glLoadIdentity (); 162 glLoadIdentity ();
52 163 glTranslatef (-p.x, -p.y, -p.z);
53 world.draw (ctx);
54} 164}
55 165
166void view::begin ()
167{
168 generation++;
169
170 vislist.clear ();
171
172 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F);
174 c_far = nc_far;
175
176 reset_projection ();
177
178 nz_near = 100.;
179 nc_far = nz_far = 1.F;
180}
181
182void view::end ()
183{
184 vislist.clear ();
185}
186
187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
188
189void view::render (enum pass_type p, pass &data)
190{
191 pass_type = p;
192 pass_data = &data;
193
194 switch (pass_type)
195 {
196 case DEPTH:
197 glColorMask (1, 1, 1, 1);
198 glDepthMask (1);
199
200 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
201
202 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255);
205
206 //glEnable (GL_POLYGON_OFFSET_FILL);
207 //glPolygonOffset (0, 5);
208 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.);
210 glDepthFunc (GL_LESS);
211 glEnable (GL_DEPTH_TEST);
212 glColorMask (0, 0, 0, 0);
213 glDisable (GL_DEPTH_CLAMP_NV);
214
215 world.detect_visibility (*this);
216
217 break;
218
219 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET);
221 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0);
223 glDepthMask (0);
224 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
226
227 // check occlusion queries
228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
229 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq);
232 }
233
234 occ_queries.clear ();
235
236 break;
237
238 case LIGHTED:
239 glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST);
241 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1);
245 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV);
247
248 break;
249 }
250
251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
252 (*i)->display (*this);
253
254 if (pass_type == DEPTH)
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
256
257 drawn.clear ();
258
259#if 0
260 if (pass == view::DEPTH)
261 {
262 glEnable (GL_DEPTH_CLAMP_NV);
263 glDepthMask (0);
264 glDepthFunc (GL_LESS);
265
266 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
267 {
268 begin_occ_query (**i);
269 (*i)->draw_bbox (*this);
270 end_occ_query ();
271 }
272
273 glDisable (GL_DEPTH_CLAMP_NV);
274 }
275#endif
276}
277
278void light::enable ()
279{
280 lightpos->set (p);
281}
282
283void light::disable ()
284{
285}
286
287static shader::varying_1f camdist;
288static shader::varying_3f lightvec;
289
290void linear_light::vsh ()
291{
292 using namespace shader::compile;
293
294 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
295 camdist = max (1 - length (lightvec) / radius, 0);
296}
297
298shader::temp_3f linear_light::operator ()()
299{
300 using namespace shader::compile;
301
302 temp_3f res;
303 res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
304
305 return res;
306}
307
308

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