ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/view.C
(Generate patch)

Comparing libgender/view.C (file contents):
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC vs.
Revision 1.82 by root, Sat Nov 27 03:33:51 2004 UTC

2 2
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#include "material.h"
7 8
8using namespace gl; 9using namespace gl;
9 10
10pass pass_depth (0); 11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
11 13
12vector<GLuint> occ_query_objects; 14vector<GLuint> occ_query_objects;
13 15
14static GLuint begin_occ_query () 16static GLuint begin_occ_query ()
15{ 17{
57} 59}
58 60
59void view::end_occ_query () 61void view::end_occ_query ()
60{ 62{
61 ::end_occ_query (); 63 ::end_occ_query ();
64}
65
66struct occ_query_material : material
67{
68 void vsh (view &ctx);
69 void fsh (view &ctx);
70};
71
72static struct occ_query_material occ_query_material;
73
74void occ_query_material::vsh (view &ctx)
75{
76 std_vsh ();
77}
78
79void occ_query_material::fsh (view &ctx)
80{
81 // nop
62} 82}
63 83
64bool view::may_draw (const entity *e) 84bool view::may_draw (const entity *e)
65{ 85{
66 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
84 { 104 {
85 vs = i->second; 105 vs = i->second;
86 106
87 if (vs->generation != ctx.generation) 107 if (vs->generation != ctx.generation)
88 { 108 {
89 if (vs->generation + 1 != ctx.generation) 109 if (ctx.generation - vs->generation > 2)
90 clear_visibility (vs); 110 clear_visibility (vs);
91 111
92 vs->generation = ctx.generation; 112 vs->generation = ctx.generation;
93 } 113 }
94 } 114 }
101 renormalize (orig, p); 121 renormalize (orig, p);
102 122
103 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
104 124
105 glMatrixMode (GL_PROJECTION); 125 glMatrixMode (GL_PROJECTION);
126
127 GLdouble aspect = (GLdouble)w/h;
128 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
129 GLdouble ymax = ftan;
130 GLdouble xmax = ymax * aspect;
131
132 matrix perspective;
133 {
134 matrix &m = perspective;
135
136 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
137 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
138 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 0;
139 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
140
141 glLoadMatrixf (perspective);
142 }
143 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
144
145 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
146
147 perspfact = z_near / ymax * 0.5F * h;
148
149 glMatrixMode (GL_MODELVIEW);
106 glLoadIdentity (); 150 glLoadIdentity ();
107 151 matrix &m = projection;
108 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
112
113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
114
115 perspfact = z_near / ymax * 0.5F * h;
116 152
117 d = normalize (d);//D 153 d = normalize (d);//D
118 u = normalize (u);//D 154 u = normalize (u);//D
119 155
120 vec3 rz = -d; 156 vec3 rz = -d;
121 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
122 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
123 159
124 matrix &m = projection;
125 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 160 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
126 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 161 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
127 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 162 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
128 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 163 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
129 164
130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 165 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
131 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY??? 167 //diagfact = sqrtf (3.);//D WHY???
133 168
134 glMultMatrixf (m); 169 glMultMatrixf (m);
170
171 glTranslatef (-p.x, -p.y, -p.z);
135 172
136 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
137 176
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) ); 177 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) ); 178 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) ); 179 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) );
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) ); 180 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) );
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) ); 181 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) );
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) ); 182 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) );
144 183
184#if 0
145 { 185 {
146 GLdouble frustlen = z_far - z_near; 186 GLdouble frustlen = z_far - z_near;
147 GLdouble fheight = frustlen * ftan; 187 GLdouble fheight = frustlen * ftan;
148 GLdouble fwidth = fheight * w / h; 188 GLdouble fwidth = fheight * w / h;
149 point half (0, 0, z_near + frustlen * .5); 189 point half (0, 0, z_near + frustlen * .5);
150 point corner (fwidth, fheight, frustlen); 190 point corner (fwidth, fheight, frustlen);
151 191
152 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 192 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
153 } 193 }
194#endif
154 195
155 { 196 {
156 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
157 198
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 199 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
159 } 200 }
160
161 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
164} 201}
165 202
166void view::begin () 203void view::begin ()
167{ 204{
168 generation++; 205 generation++;
169 206
170 vislist.clear (); 207 vislist.clear ();
208 postdepthlist.clear ();
171 209
172 z_near = max (nz_near, 1.F); 210 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F); 211 z_far = max (nz_far, z_near * 2.F);
174 c_far = nc_far; 212 c_far = nc_far;
175 213
176 reset_projection (); 214 reset_projection ();
177 215
178 nz_near = 100.; 216 nz_near = 100.;
179 nc_far = nz_far = 1.F; 217 nc_far = nz_far = 1.F;
218
219 first_lighted = false;
180} 220}
181 221
182void view::end () 222void view::end ()
183{ 223{
184 vislist.clear (); 224 vislist.clear ();
185} 225}
186 226
187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 227#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
188 228
189void view::render (enum pass_type p, pass &data) 229void view::render (pass_data &pass)
190{ 230{
191 pass_type = p; 231 this->pass = &pass;
192 pass_data = &data;
193 232
233 stat1 = stat2 = 0; //D
234
194 switch (pass_type) 235 switch (pass.type)
195 { 236 {
196 case DEPTH: 237 case DEPTH:
197 glColorMask (1, 1, 1, 1); 238 glColorMask (1, 1, 1, 1);
198 glDepthMask (1); 239 glDepthMask (1);
240 glDisable (GL_BLEND);
199 241
200 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 242 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
243 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201 244
202 //glEnable (GL_STENCIL_TEST); // for depth-passes 245 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 246 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255); 247 //glStencilFunc (GL_LESS, 1, 255);
205 248
206 //glEnable (GL_POLYGON_OFFSET_FILL); 249 //glEnable (GL_POLYGON_OFFSET_FILL);
207 //glPolygonOffset (0, 5); 250 //glPolygonOffset (0, 5);
251 glEnable (GL_CULL_FACE);
208 glDisable (GL_MINMAX); 252 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.); 253 glDepthRange (DEPTH_OFFSET, 1.);
210 glDepthFunc (GL_LESS); 254 glDepthFunc (GL_LESS);
211 glEnable (GL_DEPTH_TEST); 255 glEnable (GL_DEPTH_TEST);
212 glColorMask (0, 0, 0, 0); 256 glColorMask (0, 0, 0, 0);
213 glDisable (GL_DEPTH_CLAMP_NV);
214 257
215 world.detect_visibility (*this); 258 world.detect_visibility (*this);
259
260 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
261 (*i)->draw_depth (*this);
262
263 if (pass.type == DEPTH)
264 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
265 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
216 266
217 break; 267 break;
218 268
219 case POSTDEPTH: 269 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
221 glDepthFunc (GL_LESS); 271 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
223 glDepthMask (0); 273 glDepthMask (0);
274 glDisable (GL_STENCIL_TEST);
275 glDisable (GL_CULL_FACE);
276
224 glEnable (GL_DEPTH_CLAMP_NV); 277 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
226 278
279 occ_query_material.enable (*this);
280
227 // check occlusion queries 281 // check occlusion queries
228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 282 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
229 { 283 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 284 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq); 285 i->recv->event (oq);
232 } 286 }
233 287
288 occ_query_material.disable (*this);
289
234 occ_queries.clear (); 290 occ_queries.clear ();
235 291
292 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
293 (*i)->draw_postdepth (*this);
294
295 glDisable (GL_DEPTH_CLAMP_NV);
296
297 first_lighted = true;
298
236 break; 299 break;
237 300
238 case LIGHTED: 301 case LIGHTED:
302 if (first_lighted)
303 glDisable (GL_BLEND);
304 else
305 {
306 glBlendFunc (GL_ONE, GL_ONE);
307 glEnable (GL_BLEND);
308 }
309
239 glClear (GL_STENCIL_BUFFER_BIT); 310 //glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST); 311 //glEnable (GL_STENCIL_TEST);
312 glEnable (GL_CULL_FACE);
241 glEnable (GL_MINMAX); 313 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET); 314 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS); 315 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1); 316 glColorMask (1, 1, 1, 1);
245 glDepthMask (0); 317 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV); 318
319 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
320 (*i)->draw_lighted (*this);
321
322 first_lighted = false;
247 323
248 break; 324 break;
249 } 325 }
250 326
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
257 drawn.clear (); 327 drawn.clear ();
258
259#if 0
260 if (pass == view::DEPTH)
261 {
262 glEnable (GL_DEPTH_CLAMP_NV);
263 glDepthMask (0);
264 glDepthFunc (GL_LESS);
265
266 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
267 {
268 begin_occ_query (**i);
269 (*i)->draw_bbox (*this);
270 end_occ_query ();
271 }
272
273 glDisable (GL_DEPTH_CLAMP_NV);
274 }
275#endif
276} 328}
277 329
278void light::enable () 330void light::enable ()
279{ 331{
280 lightpos->set (p); 332 lightpos->set (p);
291{ 343{
292 using namespace shader::compile; 344 using namespace shader::compile;
293 345
294 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 346 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
295 camdist = max (1 - length (lightvec) / radius, 0); 347 camdist = max (1 - length (lightvec) / radius, 0);
296}
297 348
298shader::temp_3f linear_light::operator ()() 349 fsh ();
350}
351
352void linear_light::fsh ()
299{ 353{
300 using namespace shader::compile; 354 using namespace shader::compile;
301 355
302 temp_3f res; 356 sh_lightvec = lightvec;
303 res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); 357 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
304
305 return res;
306} 358}
307 359
308 360

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines