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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" |
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7 | #include "material.h" |
7 | |
8 | |
8 | using namespace gl; |
9 | using namespace gl; |
9 | |
10 | |
10 | pass pass_depth (0); |
11 | pass_data pass_depth (0, DEPTH); |
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12 | pass_data pass_postdepth (0, POSTDEPTH); |
11 | |
13 | |
12 | vector<GLuint> occ_query_objects; |
14 | vector<GLuint> occ_query_objects; |
13 | |
15 | |
14 | static GLuint begin_occ_query () |
16 | static GLuint begin_occ_query () |
15 | { |
17 | { |
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57 | } |
59 | } |
58 | |
60 | |
59 | void view::end_occ_query () |
61 | void view::end_occ_query () |
60 | { |
62 | { |
61 | ::end_occ_query (); |
63 | ::end_occ_query (); |
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64 | } |
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65 | |
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66 | struct occ_query_material : material |
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67 | { |
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68 | void vsh (view &ctx); |
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69 | void fsh (view &ctx); |
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70 | }; |
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71 | |
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72 | static struct occ_query_material occ_query_material; |
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73 | |
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74 | void occ_query_material::vsh (view &ctx) |
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75 | { |
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76 | std_vsh (); |
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77 | } |
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78 | |
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79 | void occ_query_material::fsh (view &ctx) |
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80 | { |
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81 | // nop |
62 | } |
82 | } |
63 | |
83 | |
64 | bool view::may_draw (const entity *e) |
84 | bool view::may_draw (const entity *e) |
65 | { |
85 | { |
66 | if (drawn.find (e) != drawn.end ()) |
86 | if (drawn.find (e) != drawn.end ()) |
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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 | } |
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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); |
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126 | |
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127 | GLdouble aspect = (GLdouble)w/h; |
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128 | GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
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129 | GLdouble ymax = ftan; |
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130 | GLdouble xmax = ymax * aspect; |
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131 | |
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132 | matrix perspective; |
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133 | { |
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134 | matrix &m = perspective; |
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135 | |
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136 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
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137 | m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
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138 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e18F / z_far; m(2,3) = 0; |
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139 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0; |
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140 | |
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141 | glLoadMatrixf (perspective); |
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142 | } |
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143 | //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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144 | |
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145 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
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146 | |
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147 | perspfact = z_near / ymax * 0.5F * h; |
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148 | |
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149 | glMatrixMode (GL_MODELVIEW); |
106 | glLoadIdentity (); |
150 | glLoadIdentity (); |
107 | |
151 | matrix &m = projection; |
108 | GLdouble aspect = (GLdouble)w/h; |
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109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
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110 | GLdouble ymax = z_near * ftan; |
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111 | GLdouble xmax = ymax * aspect; |
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112 | |
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113 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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114 | |
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115 | perspfact = z_near / ymax * 0.5F * h; |
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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; |
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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); |
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170 | |
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171 | glTranslatef (-p.x, -p.y, -p.z); |
135 | |
172 | |
136 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
173 | glGetFloatv (GL_MODELVIEW_MATRIX, m); |
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174 | |
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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 | |
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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 | } |
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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 | |
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161 | glMatrixMode (GL_MODELVIEW); |
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162 | glLoadIdentity (); |
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163 | glTranslatef (-p.x, -p.y, -p.z); |
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164 | } |
201 | } |
165 | |
202 | |
166 | void view::begin () |
203 | void view::begin () |
167 | { |
204 | { |
168 | generation++; |
205 | generation++; |
169 | |
206 | |
170 | vislist.clear (); |
207 | vislist.clear (); |
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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, 1E10F);//D |
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; |
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218 | |
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219 | first_lighted = false; |
180 | } |
220 | } |
181 | |
221 | |
182 | void view::end () |
222 | void 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 | |
189 | void view::render (enum pass_type p, pass &data) |
229 | void view::render (pass_data &pass) |
190 | { |
230 | { |
191 | pass_type = p; |
231 | this->pass = &pass; |
192 | pass_data = &data; |
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193 | |
232 | |
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233 | stat1 = stat2 = 0; //D |
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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); |
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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); |
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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); |
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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); |
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214 | |
257 | |
215 | world.detect_visibility (*this); |
258 | world.detect_visibility (*this); |
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259 | |
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260 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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261 | (*i)->draw_depth (*this); |
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262 | |
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263 | if (pass.type == DEPTH) |
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264 | printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n", |
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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); |
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274 | glDisable (GL_STENCIL_TEST); |
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275 | glDisable (GL_CULL_FACE); |
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276 | |
224 | glEnable (GL_DEPTH_CLAMP_NV); |
277 | glEnable (GL_DEPTH_CLAMP_NV); |
225 | glDisable (GL_STENCIL_TEST); |
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226 | |
278 | |
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279 | occ_query_material.enable (*this); |
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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 | |
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288 | occ_query_material.disable (*this); |
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289 | |
234 | occ_queries.clear (); |
290 | occ_queries.clear (); |
235 | |
291 | |
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292 | for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i) |
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293 | (*i)->draw_postdepth (*this); |
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294 | |
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295 | glDisable (GL_DEPTH_CLAMP_NV); |
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296 | |
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297 | first_lighted = true; |
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298 | |
236 | break; |
299 | break; |
237 | |
300 | |
238 | case LIGHTED: |
301 | case LIGHTED: |
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302 | if (first_lighted) |
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303 | glDisable (GL_BLEND); |
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304 | else |
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305 | { |
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306 | glBlendFunc (GL_ONE, GL_ONE); |
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307 | glEnable (GL_BLEND); |
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308 | } |
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309 | |
239 | glClear (GL_STENCIL_BUFFER_BIT); |
310 | //glClear (GL_STENCIL_BUFFER_BIT); |
240 | //glEnable (GL_STENCIL_TEST); |
311 | //glEnable (GL_STENCIL_TEST); |
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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 | |
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319 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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320 | (*i)->draw_lighted (*this); |
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321 | |
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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) |
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252 | (*i)->display (*this); |
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253 | |
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254 | if (pass_type == DEPTH) |
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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 |
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256 | |
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257 | drawn.clear (); |
327 | drawn.clear (); |
258 | |
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259 | #if 0 |
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260 | if (pass == view::DEPTH) |
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261 | { |
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262 | glEnable (GL_DEPTH_CLAMP_NV); |
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263 | glDepthMask (0); |
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264 | glDepthFunc (GL_LESS); |
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265 | |
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266 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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267 | { |
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268 | begin_occ_query (**i); |
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269 | (*i)->draw_bbox (*this); |
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270 | end_occ_query (); |
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271 | } |
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272 | |
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273 | glDisable (GL_DEPTH_CLAMP_NV); |
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274 | } |
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275 | #endif |
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276 | } |
328 | } |
277 | |
329 | |
278 | void light::enable () |
330 | void light::enable () |
279 | { |
331 | { |
280 | lightpos->set (p); |
332 | lightpos->set (p); |
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… | |
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 | } |
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297 | |
348 | |
298 | shader::temp_3f linear_light::operator ()() |
349 | fsh (); |
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350 | } |
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351 | |
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352 | void 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 | |
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305 | return res; |
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306 | } |
358 | } |
307 | |
359 | |
308 | |
360 | |