--- libgender/view.C 2004/11/04 04:46:58 1.71 +++ libgender/view.C 2004/11/07 03:28:20 1.76 @@ -4,10 +4,12 @@ #include "view.h" #include "oct.h" +#include "material.h" using namespace gl; -pass pass_depth (0); +pass_data pass_depth (0, DEPTH); +pass_data pass_postdepth (0, POSTDEPTH); vector occ_query_objects; @@ -61,6 +63,24 @@ ::end_occ_query (); } +struct occ_query_material : material +{ + void vsh (view &ctx); + void fsh (view &ctx); +}; + +static struct occ_query_material occ_query_material; + +void occ_query_material::vsh (view &ctx) +{ + std_vsh (); +} + +void occ_query_material::fsh (view &ctx) +{ + // nop +} + bool view::may_draw (const entity *e) { if (drawn.find (e) != drawn.end ()) @@ -110,10 +130,30 @@ GLdouble ymax = z_near * ftan; GLdouble xmax = ymax * aspect; + matrix perspective; +#if 1 + { + matrix &m = perspective; + + m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; + m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; + m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1; + m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; + + glLoadMatrixf (perspective); + } +#else glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); +#endif + + glGetFloatv (GL_PROJECTION_MATRIX, perspective); perspfact = z_near / ymax * 0.5F * h; + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + matrix &m = projection; + d = normalize (d);//D u = normalize (u);//D @@ -121,7 +161,6 @@ vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - matrix &m = projection; m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; @@ -133,7 +172,9 @@ glMultMatrixf (m); - glGetFloatv (GL_PROJECTION_MATRIX, m); + glGetFloatv (GL_MODELVIEW_MATRIX, m); + + m = perspective * 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) ); 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) ); @@ -158,8 +199,6 @@ 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); } @@ -186,18 +225,19 @@ #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) -void view::render (enum pass_type p, pass &data) +void view::render (pass_data &pass) { - pass_type = p; - pass_data = &data; + this->pass = &pass; - switch (pass_type) + switch (pass.type) { case DEPTH: glColorMask (1, 1, 1, 1); glDepthMask (1); + glDisable (GL_BLEND); - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glEnable (GL_STENCIL_TEST); // for depth-passes //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); @@ -205,6 +245,7 @@ //glEnable (GL_POLYGON_OFFSET_FILL); //glPolygonOffset (0, 5); + glEnable (GL_CULL_FACE); glDisable (GL_MINMAX); glDepthRange (DEPTH_OFFSET, 1.); glDepthFunc (GL_LESS); @@ -223,7 +264,10 @@ glDepthMask (0); glEnable (GL_DEPTH_CLAMP_NV); glDisable (GL_STENCIL_TEST); + glDisable (GL_CULL_FACE); + occ_query_material.enable (*this); + // check occlusion queries for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) { @@ -231,12 +275,17 @@ i->recv->event (oq); } + occ_query_material.disable (*this); + occ_queries.clear (); break; case LIGHTED: - glClear (GL_STENCIL_BUFFER_BIT); + glEnable (GL_CULL_FACE); + //glEnable (GL_BLEND);//TODO, only when not first lighted pass + glBlendFunc (GL_ONE, GL_ONE); + //glClear (GL_STENCIL_BUFFER_BIT); //glEnable (GL_STENCIL_TEST); glEnable (GL_MINMAX); glDepthRange (0., 1. - DEPTH_OFFSET); @@ -251,7 +300,7 @@ for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->display (*this); - if (pass_type == DEPTH) + 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 (); @@ -293,16 +342,16 @@ lightvec = xyz (lightpos - model_view_matrix * vin.vertex); camdist = max (1 - length (lightvec) / radius, 0); + + fsh (); } -shader::temp_3f linear_light::operator ()() +void linear_light::fsh () { 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; + sh_lightvec = lightvec; + sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F)); }