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Comparing libgender/view.C (file contents):
Revision 1.48 by root, Mon Oct 11 00:05:48 2004 UTC vs.
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC

3#include "opengl.h" 3#include "opengl.h"
4 4
5#include "view.h" 5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7 7
8using namespace gl;
9
10pass pass_depth (0);
11
8vector<GLuint> occ_query_objects; 12vector<GLuint> occ_query_objects;
9 13
10static GLuint begin_occ_query () 14static GLuint begin_occ_query ()
11{ 15{
12 GLuint id; 16 GLuint id;
15 { 19 {
16 id = *(occ_query_objects.end () - 1); 20 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back (); 21 occ_query_objects.pop_back ();
18 } 22 }
19 else 23 else
20 glGenQueriesARB (1, &id); 24 glGenQueries (1, &id);
21 25
22 glBeginQueryARB (GL_SAMPLES_PASSED, id); 26 glBeginQuery (GL_SAMPLES_PASSED, id);
23 return id; 27 return id;
24} 28}
25 29
26inline void end_occ_query () 30inline void end_occ_query ()
27{ 31{
28 glEndQueryARB (GL_SAMPLES_PASSED); 32 glEndQuery (GL_SAMPLES_PASSED);
29} 33}
30 34
31static GLuint occ_query_result (GLuint id) 35static GLuint occ_query_result (GLuint id)
32{ 36{
33 GLuint count; 37 GLuint count;
34 38
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 39 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id); 40 occ_query_objects.push_back (id);
37 41
38 return count; 42 return count;
39} 43}
40 44
41view::view () 45view::view ()
42: gamma(1.0) 46: gamma(1.0), nz_near (1.F), nz_far (2.F)
43{ 47{
44} 48}
45 49
46view::~view () 50view::~view ()
47{ 51{
48} 52}
49 53
50void view::begin_occ_query (recv_occ_query &recv) 54void view::begin_occ_query (recv_occ_query &recv, void *id)
51{ 55{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); 56 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
53} 57}
54 58
55void view::end_occ_query () 59void view::end_occ_query ()
56{ 60{
57 ::end_occ_query (); 61 ::end_occ_query ();
64 68
65 drawn.insert (e); 69 drawn.insert (e);
66 return true; 70 return true;
67} 71}
68 72
73visibility_base *visible::get_visibility (view &ctx)
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
69void view::reset_projection () 99void view::reset_projection ()
70{ 100{
71 renormalize (orig, p); 101 renormalize (orig, p);
72 102
73 glViewport (0, 0, w, h); 103 glViewport (0, 0, w, h);
74 104
75 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
76 glLoadIdentity (); 106 glLoadIdentity ();
77 107
78 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
79 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0)); 109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
80 112
81 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
82 114
83 perspfact = z_near / ymax * 0.5 * (GLdouble)h; 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;
98 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
99 //printf ("diagfact = %f\n", diagfact); 131 //printf ("diagfact = %f\n", diagfact);
100 diagfact = sqrtf (3.);//D WHY??? 132 diagfact = sqrtf (3.);//D WHY???
101 133
102 glMultMatrixf (m); 134 glMultMatrixf (m);
103 glTranslatef (-p.x, -p.y, -p.z); 135
104
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
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 }
160
114 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
115 glLoadIdentity (); 162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
116} 164}
117 165
118void view::begin () 166void view::begin ()
119{ 167{
120 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 168 generation++;
121 glDepthRange (0, 1. - (1. / pow (2., 16.)));
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 ();
128
129 // check occlusion queries
130 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
131 {
132 occ_query oq(*this, i->second, ::occ_query_result (i->second));
133 i->first->event (oq);
134 }
135
136 occ_queries.clear ();
137
138 z_far = nz_far;
139 c_far = nc_far; 174 c_far = nc_far;
140 175
141 if (z_far < z_near)
142 z_far = z_near * 2.;
143
144 reset_projection (); 176 reset_projection ();
145 177
178 nz_near = 100.;
146 nc_far = nz_far = z_near + 1.F; 179 nc_far = nz_far = 1.F;
147 world.detect_visibility (*this);
148
149 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
150} 180}
151 181
152void view::end () 182void view::end ()
153{ 183{
154 vislist.clear (); 184 vislist.clear ();
155} 185}
156 186
157void view::pass (enum mode m) 187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
158{
159 mode = m;
160 188
161 glDisable (GL_ALPHA_TEST); 189void view::render (enum pass_type p, pass &data)
162 glDisable (GL_BLEND); 190{
191 pass_type = p;
192 pass_data = &data;
163 193
164 if (mode == view::DEPTH) 194 switch (pass_type)
165 { 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
166 glEnable (GL_POLYGON_OFFSET_FILL); 206 //glEnable (GL_POLYGON_OFFSET_FILL);
167 glPolygonOffset (0, 1); 207 //glPolygonOffset (0, 5);
208 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.);
168 glDepthFunc (GL_LESS); 210 glDepthFunc (GL_LESS);
169 glDisable (GL_LIGHTING); 211 glEnable (GL_DEPTH_TEST);
170 glColorMask (0, 0, 0, 0); 212 glColorMask (0, 0, 0, 0);
171 //cgGLDisableProfile (vsh_profile);// z-fighting?? 213 glDisable (GL_DEPTH_CLAMP_NV);
172 //cgGLDisableProfile (fsh_profile); 214
173 } 215 world.detect_visibility (*this);
174 else 216
175 { 217 break;
176 glEnable (GL_MINMAX); 218
177 glDisable (GL_POLYGON_OFFSET_FILL); 219 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET);
178 glDepthFunc (GL_LESS); 221 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0);
179 glDepthMask (0); 223 glDepthMask (0);
180 //cgGLEnableProfile (vsh_profile); 224 glEnable (GL_DEPTH_CLAMP_NV);
181 //cgGLEnableProfile (fsh_profile); 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;
182 } 249 }
183 250
184 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
185 {
186 octant *o = *i;
187
188 visibility_state &vs = vismap[o];
189 bool oq = mode == LIGHTED
190 && vs.last + 1. < timer.now
191 && (vs.visibility == visibility_state::PARTIAL
192 || vs.visibility == visibility_state::FULL);
193
194 if (oq)
195 begin_occ_query (*o);
196
197 o->display (*this); 252 (*i)->display (*this);
198 253
199 if (oq) // && o->fill) WHY??? 254 if (pass_type == DEPTH)
200 { 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
201 glColorMask (0, 0, 0, 0);
202 o->draw_bbox (*this);
203 glColorMask (1, 1, 1, 0);
204 }
205
206 if (oq)
207 end_occ_query ();
208 }
209 256
210 drawn.clear (); 257 drawn.clear ();
211 258
259#if 0
212 if (mode == view::DEPTH) 260 if (pass == view::DEPTH)
213 { 261 {
214 glEnable (GL_DEPTH_CLAMP_NV); 262 glEnable (GL_DEPTH_CLAMP_NV);
215 glDepthMask (0); 263 glDepthMask (0);
216 glDepthFunc (GL_LESS); 264 glDepthFunc (GL_LESS);
217 265
222 end_occ_query (); 270 end_occ_query ();
223 } 271 }
224 272
225 glDisable (GL_DEPTH_CLAMP_NV); 273 glDisable (GL_DEPTH_CLAMP_NV);
226 } 274 }
227 275#endif
228 glColorMask (1, 1, 1, 0);
229 glDepthMask (1);
230
231} 276}
232 277
278void light::enable ()
279{
280 lightpos->set (p);
281}
233 282
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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