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Comparing libgender/view.C (file contents):
Revision 1.51 by root, Sat Oct 16 12:33:46 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{
88 vs->generation = ctx.generation; 92 vs->generation = ctx.generation;
89 } 93 }
90 } 94 }
91 95
92 return vs; 96 return vs;
93
94} 97}
95 98
96void view::reset_projection () 99void view::reset_projection ()
97{ 100{
98 renormalize (orig, p); 101 renormalize (orig, p);
101 104
102 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
103 glLoadIdentity (); 106 glLoadIdentity ();
104 107
105 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
106 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;
107 112
108 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
109 114
110 perspfact = z_near / ymax * 0.5 * (GLdouble)h; 115 perspfact = z_near / ymax * 0.5F * h;
111 116
112 d = normalize (d);//D 117 d = normalize (d);//D
113 u = normalize (u);//D 118 u = normalize (u);//D
114 119
115 vec3 rz = -d; 120 vec3 rz = -d;
125 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
126 //printf ("diagfact = %f\n", diagfact); 131 //printf ("diagfact = %f\n", diagfact);
127 diagfact = sqrtf (3.);//D WHY??? 132 diagfact = sqrtf (3.);//D WHY???
128 133
129 glMultMatrixf (m); 134 glMultMatrixf (m);
130 glTranslatef (-p.x, -p.y, -p.z); 135
131
132 glGetFloatv (GL_PROJECTION_MATRIX, m); 136 glGetFloatv (GL_PROJECTION_MATRIX, m);
133 137
134 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) );
135 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) );
136 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) );
137 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) );
138 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) );
139 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) );
140 144
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
141 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
142 glLoadIdentity (); 162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
143} 164}
144 165
145void view::begin () 166void view::begin ()
146{ 167{
147 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 168 generation++;
148 169
149 vislist.clear (); 170 vislist.clear ();
150 171
151 generation++; 172 z_near = max (nz_near, 1.F);
152 173 z_far = max (nz_far, z_near * 2.F);
153 farlist.clear ();
154
155 // check occlusion queries
156 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
157 {
158 occ_query oq(*this, i->data, ::occ_query_result (i->id));
159 i->recv->event (oq);
160 }
161
162 occ_queries.clear ();
163
164 z_far = nz_far;
165 c_far = nc_far; 174 c_far = nc_far;
166 175
167 if (z_far < z_near)
168 z_far = z_near * 2.;
169
170 reset_projection (); 176 reset_projection ();
171 177
178 nz_near = 100.;
172 nc_far = nz_far = z_near + 1.F; 179 nc_far = nz_far = 1.F;
173 world.detect_visibility (*this);
174
175 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
176} 180}
177 181
178void view::end () 182void view::end ()
179{ 183{
180 vislist.clear (); 184 vislist.clear ();
181} 185}
182 186
183#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
184 188
185void view::pass (enum mode m) 189void view::render (enum pass_type p, pass &data)
186{ 190{
187 mode = m; 191 pass_type = p;
192 pass_data = &data;
188 193
189 glDisable (GL_ALPHA_TEST); 194 switch (pass_type)
190 glDisable (GL_BLEND);
191 //glDisable (GL_DEPTH_TEST);
192
193 if (mode == view::DEPTH)
194 { 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
195 //glEnable (GL_POLYGON_OFFSET_FILL); 206 //glEnable (GL_POLYGON_OFFSET_FILL);
196 //glPolygonOffset (0, 5); 207 //glPolygonOffset (0, 5);
208 glDisable (GL_MINMAX);
197 glDepthRange (DEPTH_OFFSET, 1.); 209 glDepthRange (DEPTH_OFFSET, 1.);
198 glDepthFunc (GL_LESS); 210 glDepthFunc (GL_LESS);
199 glDisable (GL_LIGHTING); 211 glEnable (GL_DEPTH_TEST);
200 glColorMask (0, 0, 0, 0); 212 glColorMask (0, 0, 0, 0);
201 } 213 glDisable (GL_DEPTH_CLAMP_NV);
202 else 214
203 { 215 world.detect_visibility (*this);
204 glEnable (GL_MINMAX); 216
205 //glDisable (GL_POLYGON_OFFSET_FILL); 217 break;
218
219 case POSTDEPTH:
206 glDepthRange (0., 1. - DEPTH_OFFSET); 220 glDepthRange (0., 1. - DEPTH_OFFSET);
207 glDepthFunc (GL_LESS); 221 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0);
208 glDepthMask (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;
209 } 249 }
210 250
211 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
212 { 252 (*i)->display (*this);
213 octant *o = *i; 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 ();
214 258
215#if 0 259#if 0
216 visibility_state &vs = vismap[o];
217 bool oq = mode == LIGHTED
218 && vs.last + 1. < timer.now
219 && (vs.visibility == visibility_state::PARTIAL
220 || vs.visibility == visibility_state::FULL);
221#endif
222 bool oq = false;
223
224 if (oq)
225 begin_occ_query (*o);
226
227 o->display (*this);
228
229 if (oq) // && o->fill) WHY???
230 {
231 glColorMask (0, 0, 0, 0);
232 o->draw_bbox (*this);
233 glColorMask (1, 1, 1, 0);
234 }
235
236 if (oq)
237 end_occ_query ();
238 }
239
240 drawn.clear ();
241
242 if (mode == view::DEPTH) 260 if (pass == view::DEPTH)
243 { 261 {
244 glEnable (GL_DEPTH_CLAMP_NV); 262 glEnable (GL_DEPTH_CLAMP_NV);
245 glDepthMask (0); 263 glDepthMask (0);
246 glDepthFunc (GL_LESS); 264 glDepthFunc (GL_LESS);
247 265
252 end_occ_query (); 270 end_occ_query ();
253 } 271 }
254 272
255 glDisable (GL_DEPTH_CLAMP_NV); 273 glDisable (GL_DEPTH_CLAMP_NV);
256 } 274 }
257 275#endif
258 glColorMask (1, 1, 1, 0);
259 glDepthMask (1);
260} 276}
261 277
278void light::enable ()
279{
280 lightpos->set (p);
281}
262 282
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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