1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
3 | #define GL_GLEXT_PROTOTYPES |
3 | #include "opengl.h" |
4 | #include <GL/gl.h> |
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5 | #include <GL/glext.h> |
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6 | |
4 | |
7 | #include "view.h" |
5 | #include "view.h" |
8 | #include "oct.h" |
6 | #include "oct.h" |
9 | |
7 | |
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8 | using namespace gl; |
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9 | |
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10 | pass pass_depth (0); |
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11 | |
10 | vector<GLuint> occ_query_objects; |
12 | vector<GLuint> occ_query_objects; |
11 | |
13 | |
12 | static GLuint begin_occ_query () |
14 | static GLuint begin_occ_query () |
13 | { |
15 | { |
14 | GLuint id; |
16 | GLuint id; |
… | |
… | |
17 | { |
19 | { |
18 | id = *(occ_query_objects.end () - 1); |
20 | id = *(occ_query_objects.end () - 1); |
19 | occ_query_objects.pop_back (); |
21 | occ_query_objects.pop_back (); |
20 | } |
22 | } |
21 | else |
23 | else |
22 | glGenQueriesARB (1, &id); |
24 | glGenQueries (1, &id); |
23 | |
25 | |
24 | glBeginQueryARB (GL_SAMPLES_PASSED, id); |
26 | glBeginQuery (GL_SAMPLES_PASSED, id); |
25 | return id; |
27 | return id; |
26 | } |
28 | } |
27 | |
29 | |
28 | inline void end_occ_query () |
30 | inline void end_occ_query () |
29 | { |
31 | { |
30 | glEndQueryARB (GL_SAMPLES_PASSED); |
32 | glEndQuery (GL_SAMPLES_PASSED); |
31 | } |
33 | } |
32 | |
34 | |
33 | static GLuint occ_query_result (GLuint id) |
35 | static GLuint occ_query_result (GLuint id) |
34 | { |
36 | { |
35 | GLuint count; |
37 | GLuint count; |
36 | |
38 | |
37 | glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); |
39 | glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
38 | occ_query_objects.push_back (id); |
40 | occ_query_objects.push_back (id); |
39 | |
41 | |
40 | return count; |
42 | return count; |
41 | } |
43 | } |
42 | |
44 | |
43 | view::view () |
45 | view::view () |
44 | : gamma(1.0) |
46 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
45 | { |
47 | { |
46 | } |
48 | } |
47 | |
49 | |
48 | view::~view () |
50 | view::~view () |
49 | { |
51 | { |
50 | } |
52 | } |
51 | |
53 | |
52 | void view::begin_occ_query (recv_occ_query &recv) |
54 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
53 | { |
55 | { |
54 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); |
56 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
55 | } |
57 | } |
56 | |
58 | |
57 | void view::end_occ_query () |
59 | void view::end_occ_query () |
58 | { |
60 | { |
59 | ::end_occ_query (); |
61 | ::end_occ_query (); |
… | |
… | |
66 | |
68 | |
67 | drawn.insert (e); |
69 | drawn.insert (e); |
68 | return true; |
70 | return true; |
69 | } |
71 | } |
70 | |
72 | |
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73 | visibility_base *visible::get_visibility (view &ctx) |
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74 | { |
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75 | view::visibility_map::iterator i = ctx.vismap.find (this); |
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76 | visibility_base *vs; |
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77 | |
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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; |
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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 | |
71 | void view::reset_projection () |
99 | void view::reset_projection () |
72 | { |
100 | { |
73 | renormalize (orig, p); |
101 | renormalize (orig, p); |
74 | |
102 | |
75 | glViewport (0, 0, w, h); |
103 | glViewport (0, 0, w, h); |
76 | |
104 | |
77 | glMatrixMode (GL_PROJECTION); |
105 | glMatrixMode (GL_PROJECTION); |
78 | glLoadIdentity (); |
106 | glLoadIdentity (); |
79 | |
107 | |
80 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble aspect = (GLdouble)w/h; |
81 | GLdouble ymax = z_near * tan (fov * (M_PI / 360.0)); |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
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110 | GLdouble ymax = z_near * ftan; |
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111 | GLdouble xmax = ymax * aspect; |
82 | |
112 | |
83 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); |
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; |
84 | |
116 | |
85 | d = normalize (d);//D |
117 | d = normalize (d);//D |
86 | u = normalize (u);//D |
118 | u = normalize (u);//D |
87 | |
119 | |
88 | vec3 rz = -d; |
120 | vec3 rz = -d; |
… | |
… | |
94 | 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; |
95 | 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; |
96 | 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; |
97 | |
129 | |
98 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
130 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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131 | //printf ("diagfact = %f\n", diagfact); |
99 | diagfact = sqrtf (3.);//D WHY??? |
132 | diagfact = sqrtf (3.);//D WHY??? |
100 | //printf ("diagfact = %f\n", diagfact); |
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101 | |
133 | |
102 | glMultMatrixf (m); |
134 | glMultMatrixf (m); |
103 | glTranslatef (-p.x, -p.y, -p.z); |
135 | |
104 | |
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105 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
136 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
106 | |
137 | |
107 | 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) ); |
108 | 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) ); |
109 | 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) ); |
110 | 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) ); |
111 | 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) ); |
112 | 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) ); |
113 | |
144 | |
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145 | { |
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146 | GLdouble frustlen = z_far - z_near; |
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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 | } |
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154 | |
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155 | { |
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156 | GLdouble depth = h / ftan; |
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157 | |
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158 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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159 | } |
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160 | |
114 | glMatrixMode (GL_MODELVIEW); |
161 | glMatrixMode (GL_MODELVIEW); |
115 | glLoadIdentity (); |
162 | glLoadIdentity (); |
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163 | glTranslatef (-p.x, -p.y, -p.z); |
116 | } |
164 | } |
117 | |
165 | |
118 | void view::begin () |
166 | void view::begin () |
119 | { |
167 | { |
120 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
168 | generation++; |
121 | glDepthRange (0, 1. - (1. / pow (2., 16.))); |
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122 | |
169 | |
123 | vislist.clear (); |
170 | vislist.clear (); |
124 | |
171 | |
125 | generation++; |
172 | z_near = max (nz_near, 1.F); |
126 | |
173 | z_far = max (nz_far, z_near * 2.F); |
127 | farlist.clear (); |
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128 | |
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129 | // check occlusion queries |
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130 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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131 | { |
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132 | occ_query oq(*this, i->second, occ_query_result (i->second)); |
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133 | i->first->event (oq); |
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134 | } |
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135 | |
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136 | occ_queries.clear (); |
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137 | |
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138 | z_far = nz_far; |
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139 | c_far = nc_far; |
174 | c_far = nc_far; |
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175 | |
140 | reset_projection (); |
176 | reset_projection (); |
141 | |
177 | |
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178 | nz_near = 100.; |
142 | nc_far = nz_far = z_near + 1.F; |
179 | nc_far = nz_far = 1.F; |
143 | world.detect_visibility (*this); |
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144 | |
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145 | printf ("far %f cf %f RCP %f,%f,%f +%f\n", z_far, c_far, |
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146 | frustum.r.n.x, |
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147 | frustum.r.n.y, |
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148 | frustum.r.n.z, |
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149 | frustum.r.d |
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150 | );//D |
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151 | } |
180 | } |
152 | |
181 | |
153 | void view::end () |
182 | void view::end () |
154 | { |
183 | { |
155 | vislist.clear (); |
184 | vislist.clear (); |
156 | } |
185 | } |
157 | |
186 | |
158 | void view::pass (enum mode m) |
187 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
159 | { |
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160 | mode = m; |
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161 | |
188 | |
162 | glDisable (GL_ALPHA_TEST); |
189 | void view::render (enum pass_type p, pass &data) |
163 | glDisable (GL_BLEND); |
190 | { |
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191 | pass_type = p; |
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192 | pass_data = &data; |
164 | |
193 | |
165 | if (mode == view::DEPTH) |
194 | switch (pass_type) |
166 | { |
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 | |
167 | glEnable (GL_POLYGON_OFFSET_FILL); |
206 | //glEnable (GL_POLYGON_OFFSET_FILL); |
168 | glPolygonOffset (0, 1); |
207 | //glPolygonOffset (0, 5); |
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208 | glDisable (GL_MINMAX); |
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209 | glDepthRange (DEPTH_OFFSET, 1.); |
169 | glDepthFunc (GL_LESS); |
210 | glDepthFunc (GL_LESS); |
170 | glDisable (GL_LIGHTING); |
211 | glEnable (GL_DEPTH_TEST); |
171 | glColorMask (0, 0, 0, 0); |
212 | glColorMask (0, 0, 0, 0); |
172 | cgGLDisableProfile (vsh_profile);// z-fighting?? |
213 | glDisable (GL_DEPTH_CLAMP_NV); |
173 | cgGLDisableProfile (fsh_profile); |
214 | |
174 | } |
215 | world.detect_visibility (*this); |
175 | else |
216 | |
176 | { |
217 | break; |
177 | glEnable (GL_MINMAX); |
218 | |
178 | glDisable (GL_POLYGON_OFFSET_FILL); |
219 | case POSTDEPTH: |
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220 | glDepthRange (0., 1. - DEPTH_OFFSET); |
179 | glDepthFunc (GL_LESS); |
221 | glDepthFunc (GL_LESS); |
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222 | glColorMask (0, 0, 0, 0); |
180 | glDepthMask (1); |
223 | glDepthMask (0); |
181 | cgGLEnableProfile (vsh_profile); |
224 | glEnable (GL_DEPTH_CLAMP_NV); |
182 | cgGLEnableProfile (fsh_profile); |
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; |
183 | } |
249 | } |
184 | |
250 | |
185 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
251 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
186 | { |
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187 | visibility_state &vs = vismap[*i]; |
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188 | bool oq = (vs.visibility == visibility_state::PARTIAL |
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189 | || vs.visibility == visibility_state::FULL) |
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190 | && (vs.last + 1. < timer.now) |
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191 | && (mode == LIGHTED); |
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192 | |
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193 | if (oq) |
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194 | begin_occ_query (**i); |
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195 | |
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196 | (*i)->display (*this); |
252 | (*i)->display (*this); |
197 | |
253 | |
198 | if (oq) |
254 | if (pass_type == DEPTH) |
199 | end_occ_query (); |
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 |
200 | |
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201 | } |
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202 | |
256 | |
203 | drawn.clear (); |
257 | drawn.clear (); |
204 | |
258 | |
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259 | #if 0 |
205 | if (mode == view::DEPTH) |
260 | if (pass == view::DEPTH) |
206 | { |
261 | { |
207 | glEnable (GL_DEPTH_CLAMP_NV); |
262 | glEnable (GL_DEPTH_CLAMP_NV); |
208 | glDepthMask (0); |
263 | glDepthMask (0); |
209 | glDepthFunc (GL_LESS); |
264 | glDepthFunc (GL_LESS); |
210 | if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL); |
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211 | glDisable (GL_LIGHTING); |
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212 | cgGLDisableProfile (vsh_profile); |
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213 | cgGLDisableProfile (fsh_profile); |
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214 | |
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215 | #if 0 |
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216 | static int count; count++; |
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217 | if (farlist.size ()) |
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218 | printf ("%d: size %d\n", count, farlist.size ()); |
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219 | #endif |
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220 | |
265 | |
221 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
266 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
222 | { |
267 | { |
223 | if (mode == view::DEPTH) begin_occ_query (**i); |
268 | begin_occ_query (**i); |
224 | if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0); |
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225 | (*i)->draw_bbox (*this); |
269 | (*i)->draw_bbox (*this); |
226 | if (mode == view::DEPTH) end_occ_query (); |
270 | end_occ_query (); |
227 | } |
271 | } |
228 | |
272 | |
229 | glDisable (GL_DEPTH_CLAMP_NV); |
273 | glDisable (GL_DEPTH_CLAMP_NV); |
230 | glDepthMask (1); |
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231 | } |
274 | } |
232 | |
275 | #endif |
233 | glColorMask (1, 1, 1, 0); |
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234 | glDepthMask (1); |
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235 | |
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236 | } |
276 | } |
237 | |
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 | } |
238 | |
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 | |