--- libgender/view.C 2004/10/16 14:48:48 1.52 +++ libgender/view.C 2004/11/04 04:46:58 1.71 @@ -5,6 +5,10 @@ #include "view.h" #include "oct.h" +using namespace gl; + +pass pass_depth (0); + vector occ_query_objects; static GLuint begin_occ_query () @@ -17,29 +21,29 @@ occ_query_objects.pop_back (); } else - glGenQueriesARB (1, &id); + glGenQueries (1, &id); - glBeginQueryARB (GL_SAMPLES_PASSED, id); + glBeginQuery (GL_SAMPLES_PASSED, id); return id; } inline void end_occ_query () { - glEndQueryARB (GL_SAMPLES_PASSED); + glEndQuery (GL_SAMPLES_PASSED); } static GLuint occ_query_result (GLuint id) { GLuint count; - glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); + glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); occ_query_objects.push_back (id); return count; } view::view () -: gamma(1.0) +: gamma(1.0), nz_near (1.F), nz_far (2.F) { } @@ -90,7 +94,6 @@ } return vs; - } void view::reset_projection () @@ -103,11 +106,13 @@ glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; - GLdouble ymax = z_near * tan (fov * (M_PI / 360.0)); + GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); + GLdouble ymax = z_near * ftan; + GLdouble xmax = ymax * aspect; - glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); + glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); - perspfact = z_near / ymax * 0.5 * (GLdouble)h; + perspfact = z_near / ymax * 0.5F * h; d = normalize (d);//D u = normalize (u);//D @@ -127,8 +132,7 @@ diagfact = sqrtf (3.);//D WHY??? glMultMatrixf (m); - glTranslatef (-p.x, -p.y, -p.z); - + glGetFloatv (GL_PROJECTION_MATRIX, m); 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) ); @@ -138,41 +142,41 @@ 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) ); 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) ); + { + GLdouble frustlen = z_far - z_near; + GLdouble fheight = frustlen * ftan; + GLdouble fwidth = fheight * w / h; + point half (0, 0, z_near + frustlen * .5); + point corner (fwidth, fheight, frustlen); + + frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); + } + + { + GLdouble depth = h / ftan; + + frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); + } + glMatrixMode (GL_MODELVIEW); glLoadIdentity (); + glTranslatef (-p.x, -p.y, -p.z); } void view::begin () { - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - vislist.clear (); - generation++; - farlist.clear (); - - // check occlusion queries - for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) - { - occ_query oq(*this, i->data, ::occ_query_result (i->id)); - i->recv->event (oq); - } - - occ_queries.clear (); + vislist.clear (); - z_far = nz_far; + z_near = max (nz_near, 1.F); + z_far = max (nz_far, z_near * 2.F); c_far = nc_far; - if (z_far < z_near) - z_far = z_near * 2.; - reset_projection (); - nc_far = nz_far = z_near + 1.F; - world.detect_visibility (*this); - - printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D + nz_near = 100.; + nc_far = nz_far = 1.F; } void view::end () @@ -182,50 +186,78 @@ #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) -void view::pass (enum mode m) +void view::render (enum pass_type p, pass &data) { - mode = m; + pass_type = p; + pass_data = &data; - glDisable (GL_ALPHA_TEST); - glDisable (GL_BLEND); - - switch (mode) + switch (pass_type) { case DEPTH: + glColorMask (1, 1, 1, 1); + glDepthMask (1); + + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + //glEnable (GL_STENCIL_TEST); // for depth-passes + //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); + //glStencilFunc (GL_LESS, 1, 255); + //glEnable (GL_POLYGON_OFFSET_FILL); //glPolygonOffset (0, 5); glDisable (GL_MINMAX); glDepthRange (DEPTH_OFFSET, 1.); glDepthFunc (GL_LESS); glEnable (GL_DEPTH_TEST); - glDisable (GL_LIGHTING); glColorMask (0, 0, 0, 0); - glDepthMask (1); + glDisable (GL_DEPTH_CLAMP_NV); + + world.detect_visibility (*this); + break; case POSTDEPTH: - glEnable (GL_DEPTH_TEST); + glDepthRange (0., 1. - DEPTH_OFFSET); + glDepthFunc (GL_LESS); glColorMask (0, 0, 0, 0); glDepthMask (0); + glEnable (GL_DEPTH_CLAMP_NV); + glDisable (GL_STENCIL_TEST); + + // check occlusion queries + for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) + { + occ_query oq(*this, i->data, ::occ_query_result (i->id)); + i->recv->event (oq); + } + + occ_queries.clear (); + break; case LIGHTED: + glClear (GL_STENCIL_BUFFER_BIT); + //glEnable (GL_STENCIL_TEST); glEnable (GL_MINMAX); - //glDisable (GL_POLYGON_OFFSET_FILL); glDepthRange (0., 1. - DEPTH_OFFSET); glDepthFunc (GL_LESS); - glColorMask (1, 1, 1, 0); + glColorMask (1, 1, 1, 1); glDepthMask (0); + glDisable (GL_DEPTH_CLAMP_NV); + break; } for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->display (*this); + if (pass_type == DEPTH) + 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 + drawn.clear (); #if 0 - if (mode == view::DEPTH) + if (pass == view::DEPTH) { glEnable (GL_DEPTH_CLAMP_NV); glDepthMask (0); @@ -243,4 +275,34 @@ #endif } +void light::enable () +{ + lightpos->set (p); +} + +void light::disable () +{ +} + +static shader::varying_1f camdist; +static shader::varying_3f lightvec; + +void linear_light::vsh () +{ + using namespace shader::compile; + + lightvec = xyz (lightpos - model_view_matrix * vin.vertex); + camdist = max (1 - length (lightvec) / radius, 0); +} + +shader::temp_3f linear_light::operator ()() +{ + using namespace shader::compile; + + temp_3f res; + res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); + + return res; +} +