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Comparing libgender/view.C (file contents):
Revision 1.58 by root, Sun Oct 17 18:11:20 2004 UTC vs.
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC

5#include "view.h" 5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7 7
8using namespace gl; 8using namespace gl;
9 9
10pass pass_depth (0);
11
10vector<GLuint> occ_query_objects; 12vector<GLuint> occ_query_objects;
11 13
12static GLuint begin_occ_query () 14static 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
28inline void end_occ_query () 30inline void end_occ_query ()
29{ 31{
30 glEndQueryARB (GL_SAMPLES_PASSED); 32 glEndQuery (GL_SAMPLES_PASSED);
31} 33}
32 34
33static GLuint occ_query_result (GLuint id) 35static 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
43view::view () 45view::view ()
44: gamma(1.0) 46: gamma(1.0), nz_near (1.F), nz_far (2.F)
45{ 47{
46} 48}
47 49
48view::~view () 50view::~view ()
49{ 51{
90 vs->generation = ctx.generation; 92 vs->generation = ctx.generation;
91 } 93 }
92 } 94 }
93 95
94 return vs; 96 return vs;
95
96} 97}
97 98
98void view::reset_projection () 99void view::reset_projection ()
99{ 100{
100 renormalize (orig, p); 101 renormalize (orig, p);
103 104
104 glMatrixMode (GL_PROJECTION); 105 glMatrixMode (GL_PROJECTION);
105 glLoadIdentity (); 106 glLoadIdentity ();
106 107
107 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
108 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;
109 112
110 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
111 114
112 perspfact = z_near / ymax * 0.5 * (GLdouble)h; 115 perspfact = z_near / ymax * 0.5F * h;
113 116
114 d = normalize (d);//D 117 d = normalize (d);//D
115 u = normalize (u);//D 118 u = normalize (u);//D
116 119
117 vec3 rz = -d; 120 vec3 rz = -d;
127 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
128 //printf ("diagfact = %f\n", diagfact); 131 //printf ("diagfact = %f\n", diagfact);
129 diagfact = sqrtf (3.);//D WHY??? 132 diagfact = sqrtf (3.);//D WHY???
130 133
131 glMultMatrixf (m); 134 glMultMatrixf (m);
132 glTranslatef (-p.x, -p.y, -p.z); 135
133
134 glGetFloatv (GL_PROJECTION_MATRIX, m); 136 glGetFloatv (GL_PROJECTION_MATRIX, m);
135 137
136 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) );
137 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) );
138 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) );
139 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) );
140 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) );
141 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) );
142 144
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
143 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
144 glLoadIdentity (); 162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
145} 164}
146 165
147void view::begin () 166void view::begin ()
148{ 167{
149 generation++; 168 generation++;
150 169
151 glColorMask (1, 1, 1, 1);
152 glDepthMask (1);
153 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
154
155 vislist.clear (); 170 vislist.clear ();
156 171
157 z_far = nz_far; 172 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F);
158 c_far = nc_far; 174 c_far = nc_far;
159 175
160 if (z_far < z_near)
161 z_far = z_near * 2.;
162
163 reset_projection (); 176 reset_projection ();
164 177
178 nz_near = 100.;
165 nc_far = nz_far = z_near + 1.F; 179 nc_far = nz_far = 1.F;
166} 180}
167 181
168void view::end () 182void view::end ()
169{ 183{
170 vislist.clear (); 184 vislist.clear ();
171} 185}
172 186
173#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
174 188
175void view::render (enum pass p) 189void view::render (enum pass_type p, pass &data)
176{ 190{
177 pass = p; 191 pass_type = p;
192 pass_data = &data;
178 193
179 switch (pass) 194 switch (pass_type)
180 { 195 {
181 case DEPTH: 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
182 //glEnable (GL_POLYGON_OFFSET_FILL); 206 //glEnable (GL_POLYGON_OFFSET_FILL);
183 //glPolygonOffset (0, 5); 207 //glPolygonOffset (0, 5);
184 glDisable (GL_MINMAX); 208 glDisable (GL_MINMAX);
185 glDepthRange (DEPTH_OFFSET, 1.); 209 glDepthRange (DEPTH_OFFSET, 1.);
186 glDepthFunc (GL_LESS); 210 glDepthFunc (GL_LESS);
187 glEnable (GL_DEPTH_TEST); 211 glEnable (GL_DEPTH_TEST);
188 glColorMask (0, 0, 0, 0); 212 glColorMask (0, 0, 0, 0);
189 glDepthMask (1); 213 glDisable (GL_DEPTH_CLAMP_NV);
190 214
191 world.depth_pass (*this); 215 world.detect_visibility (*this);
192 216
193 printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D
194 break; 217 break;
195 218
196 case POSTDEPTH: 219 case POSTDEPTH:
197 glDepthRange (DEPTH_OFFSET, 1.); 220 glDepthRange (0., 1. - DEPTH_OFFSET);
198 glDepthFunc (GL_LESS); 221 glDepthFunc (GL_LESS);
199 glColorMask (0, 0, 0, 0); 222 glColorMask (0, 0, 0, 0);
200 glDepthMask (0); 223 glDepthMask (0);
224 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
201 226
202 // check occlusion queries 227 // check occlusion queries
203 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
204 { 229 {
205 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 230 occ_query oq(*this, i->data, ::occ_query_result (i->id));
206 i->recv->event (oq); 231 i->recv->event (oq);
207 } 232 }
208 233
209 occ_queries.clear (); 234 occ_queries.clear ();
210 235
211 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
212 (*i)->display (*this);
213
214 break; 236 break;
215 237
216 case LIGHTED: 238 case LIGHTED:
239 glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST);
217 glEnable (GL_MINMAX); 241 glEnable (GL_MINMAX);
218 glDepthRange (0., 1. - DEPTH_OFFSET); 242 glDepthRange (0., 1. - DEPTH_OFFSET);
219 glDepthFunc (GL_LESS); 243 glDepthFunc (GL_LESS);
220 glColorMask (1, 1, 1, 1); 244 glColorMask (1, 1, 1, 1);
221 glDepthMask (0); 245 glDepthMask (0);
222 246 glDisable (GL_DEPTH_CLAMP_NV);
223 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
224 (*i)->display (*this);
225 247
226 break; 248 break;
227 } 249 }
228 250
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
229 drawn.clear (); 257 drawn.clear ();
230 258
231#if 0 259#if 0
232 if (pass == view::DEPTH) 260 if (pass == view::DEPTH)
233 { 261 {
245 glDisable (GL_DEPTH_CLAMP_NV); 273 glDisable (GL_DEPTH_CLAMP_NV);
246 } 274 }
247#endif 275#endif
248} 276}
249 277
278void light::enable ()
279{
280 lightpos->set (p);
281}
250 282
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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