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Comparing libgender/view.C (file contents):
Revision 1.60 by root, Mon Oct 18 12:24:29 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
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);
129 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
130 //printf ("diagfact = %f\n", diagfact); 131 //printf ("diagfact = %f\n", diagfact);
131 diagfact = sqrtf (3.);//D WHY??? 132 diagfact = sqrtf (3.);//D WHY???
132 133
133 glMultMatrixf (m); 134 glMultMatrixf (m);
134 glTranslatef (-p.x, -p.y, -p.z); 135
135
136 glGetFloatv (GL_PROJECTION_MATRIX, m); 136 glGetFloatv (GL_PROJECTION_MATRIX, m);
137 137
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) ); 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) );
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) ); 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) );
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) ); 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) );
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
159 } 159 }
160 160
161 glMatrixMode (GL_MODELVIEW); 161 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity (); 162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
163} 164}
164 165
165void view::begin () 166void view::begin ()
166{ 167{
167 generation++; 168 generation++;
168
169 glColorMask (1, 1, 1, 1);
170 glDepthMask (1);
171 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
172 169
173 vislist.clear (); 170 vislist.clear ();
174 171
175 z_near = max (nz_near, 1.F); 172 z_near = max (nz_near, 1.F);
176 z_far = max (nz_far, z_near * 2.F); 173 z_far = max (nz_far, z_near * 2.F);
177 c_far = nc_far; 174 c_far = nc_far;
178 175
179 reset_projection (); 176 reset_projection ();
180 177
181 nz_near = 1e37; 178 nz_near = 100.;
182 nc_far = nz_far = 1.F; 179 nc_far = nz_far = 1.F;
183} 180}
184 181
185void view::end () 182void view::end ()
186{ 183{
187 vislist.clear (); 184 vislist.clear ();
188} 185}
189 186
190#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
191 188
192void view::render (enum pass p) 189void view::render (enum pass_type p, pass &data)
193{ 190{
194 pass = p; 191 pass_type = p;
192 pass_data = &data;
195 193
196 switch (pass) 194 switch (pass_type)
197 { 195 {
198 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
199 //glEnable (GL_POLYGON_OFFSET_FILL); 206 //glEnable (GL_POLYGON_OFFSET_FILL);
200 //glPolygonOffset (0, 5); 207 //glPolygonOffset (0, 5);
201 glDisable (GL_MINMAX); 208 glDisable (GL_MINMAX);
202 glDepthRange (DEPTH_OFFSET, 1.); 209 glDepthRange (DEPTH_OFFSET, 1.);
203 glDepthFunc (GL_LESS); 210 glDepthFunc (GL_LESS);
204 glEnable (GL_DEPTH_TEST); 211 glEnable (GL_DEPTH_TEST);
205 glColorMask (0, 0, 0, 0); 212 glColorMask (0, 0, 0, 0);
206 glDepthMask (1);
207 glDisable (GL_DEPTH_CLAMP_NV); 213 glDisable (GL_DEPTH_CLAMP_NV);
208 214
209 world.depth_pass (*this); 215 world.detect_visibility (*this);
210 216
211 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
212 break; 217 break;
213 218
214 case POSTDEPTH: 219 case POSTDEPTH:
215 glDepthRange (0., 1. - DEPTH_OFFSET); 220 glDepthRange (0., 1. - DEPTH_OFFSET);
216 glDepthFunc (GL_LESS); 221 glDepthFunc (GL_LESS);
217 glColorMask (0, 0, 0, 0); 222 glColorMask (0, 0, 0, 0);
218 glDepthMask (0); 223 glDepthMask (0);
219 glEnable (GL_DEPTH_CLAMP_NV); 224 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
220 226
221 // check occlusion queries 227 // check occlusion queries
222 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)
223 { 229 {
224 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 230 occ_query oq(*this, i->data, ::occ_query_result (i->id));
225 i->recv->event (oq); 231 i->recv->event (oq);
226 } 232 }
227 233
228 occ_queries.clear (); 234 occ_queries.clear ();
229 235
230 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
231 (*i)->display (*this);
232
233 break; 236 break;
234 237
235 case LIGHTED: 238 case LIGHTED:
239 glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST);
236 glEnable (GL_MINMAX); 241 glEnable (GL_MINMAX);
237 glDepthRange (0., 1. - DEPTH_OFFSET); 242 glDepthRange (0., 1. - DEPTH_OFFSET);
238 glDepthFunc (GL_LESS); 243 glDepthFunc (GL_LESS);
239 glColorMask (1, 1, 1, 1); 244 glColorMask (1, 1, 1, 1);
240 glDepthMask (0); 245 glDepthMask (0);
241 glDisable (GL_DEPTH_CLAMP_NV); 246 glDisable (GL_DEPTH_CLAMP_NV);
242 247
243 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
244 (*i)->display (*this);
245
246 break; 248 break;
247 } 249 }
248 250
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
249 drawn.clear (); 257 drawn.clear ();
250 258
251#if 0 259#if 0
252 if (pass == view::DEPTH) 260 if (pass == view::DEPTH)
253 { 261 {
265 glDisable (GL_DEPTH_CLAMP_NV); 273 glDisable (GL_DEPTH_CLAMP_NV);
266 } 274 }
267#endif 275#endif
268} 276}
269 277
278void light::enable ()
279{
280 lightpos->set (p);
281}
270 282
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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