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Comparing libgender/view.C (file contents):
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC vs.
Revision 1.85 by root, Mon Feb 7 08:16:31 2005 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 }
100{ 120{
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);
106 glLoadIdentity ();
107
108 GLdouble aspect = (GLdouble)w/h; 125 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); 126 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan; 127 GLdouble ymax = ftan;
111 GLdouble xmax = ymax * aspect; 128 GLdouble xmax = ymax * aspect;
112 129
130 matrix perspective;
131 {
132 matrix &m = perspective;
133
134 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
135 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
136 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
137 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
138
139 glLoadMatrixf (perspective);
140 }
113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); 141 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
142
143 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
114 144
115 perspfact = z_near / ymax * 0.5F * h; 145 perspfact = z_near / ymax * 0.5F * h;
116 146
147 matrix view;
148 {
149 matrix &m = view;
150
117 d = normalize (d);//D 151 d = normalize (d);//D
118 u = normalize (u);//D 152 u = normalize (u);//D
119 153
120 vec3 rz = -d; 154 vec3 rz = -d;
121 vec3 rx = cross (u, rz); 155 vec3 rx = cross (u, rz);
122 vec3 ry = cross (rz, rx); 156 vec3 ry = cross (rz, rx);
123 157
124 matrix &m = projection;
125 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 158 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; 159 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; 160 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; 161 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
129 162
130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 163 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
164 diagfact = sqrtf (3.F);
165 }
166
131 //printf ("diagfact = %f\n", diagfact); 167 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY??? 168 //diagfact = sqrtf (3.);//D WHY???
169 //
170 view = view * matrix::translation (-p);
133 171
134 glMultMatrixf (m); 172 matrix projection = perspective * view;
173
135 174 {
136 glGetFloatv (GL_PROJECTION_MATRIX, m); 175 matrix &m = projection;
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) );
183 }
144 184
185#if 0
145 { 186 {
146 GLdouble frustlen = z_far - z_near; 187 GLdouble frustlen = z_far - z_near;
147 GLdouble fheight = frustlen * ftan; 188 GLdouble fheight = frustlen * ftan;
148 GLdouble fwidth = fheight * w / h; 189 GLdouble fwidth = fheight * w / h;
149 point half (0, 0, z_near + frustlen * .5); 190 point half (0, 0, z_near + frustlen * .5);
150 point corner (fwidth, fheight, frustlen); 191 point corner (fwidth, fheight, frustlen);
151 192
152 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 193 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
153 } 194 }
195#endif
154 196
155 {
156 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
157
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 198 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
159 } 199
200 glMatrixMode (GL_PROJECTION);
201 glLoadMatrixf (projection);
160 202
161 glMatrixMode (GL_MODELVIEW); 203 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity (); 204 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
164} 205}
165 206
166void view::begin () 207void view::begin ()
167{ 208{
168 generation++; 209 generation++;
169 210
170 vislist.clear (); 211 vislist.clear ();
212 postdepthlist.clear ();
171 213
172 z_near = max (nz_near, 1.F); 214 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F); 215 z_far = max (nz_far, 1E10F);//D
174 c_far = nc_far; 216 c_far = nc_far;
175 217
176 reset_projection (); 218 reset_projection ();
177 219
178 nz_near = 100.; 220 nz_near = 100.;
179 nc_far = nz_far = 1.F; 221 nc_far = nz_far = 1.F;
222
223 first_lighted = false;
180} 224}
181 225
182void view::end () 226void view::end ()
183{ 227{
184 vislist.clear (); 228 vislist.clear ();
185} 229}
186 230
187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 231#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
188 232
189void view::render (enum pass_type p, pass &data) 233void view::render (pass_data &pass)
190{ 234{
191 pass_type = p; 235 this->pass = &pass;
192 pass_data = &data;
193 236
237 stat1 = stat2 = 0; //D
238
194 switch (pass_type) 239 switch (pass.type)
195 { 240 {
196 case DEPTH: 241 case DEPTH:
197 glColorMask (1, 1, 1, 1); 242 glColorMask (1, 1, 1, 1);
198 glDepthMask (1); 243 glDepthMask (1);
244 glDisable (GL_BLEND);
199 245
200 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 246 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
247 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201 248
202 //glEnable (GL_STENCIL_TEST); // for depth-passes 249 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 250 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255); 251 //glStencilFunc (GL_LESS, 1, 255);
205 252
206 //glEnable (GL_POLYGON_OFFSET_FILL); 253 //glEnable (GL_POLYGON_OFFSET_FILL);
207 //glPolygonOffset (0, 5); 254 //glPolygonOffset (0, 5);
255 glEnable (GL_CULL_FACE);
208 glDisable (GL_MINMAX); 256 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.); 257 glDepthRange (DEPTH_OFFSET, 1.);
210 glDepthFunc (GL_LESS); 258 glDepthFunc (GL_LESS);
211 glEnable (GL_DEPTH_TEST); 259 glEnable (GL_DEPTH_TEST);
212 glColorMask (0, 0, 0, 0); 260 glColorMask (0, 0, 0, 0);
213 glDisable (GL_DEPTH_CLAMP_NV);
214 261
215 world.detect_visibility (*this); 262 world.detect_visibility (*this);
263
264 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
265 (*i)->draw_depth (*this);
266
267 if (pass.type == DEPTH)
268 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
269 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
216 270
217 break; 271 break;
218 272
219 case POSTDEPTH: 273 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET); 274 glDepthRange (0., 1. - DEPTH_OFFSET);
221 glDepthFunc (GL_LESS); 275 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0); 276 glColorMask (0, 0, 0, 0);
223 glDepthMask (0); 277 glDepthMask (0);
278 glDisable (GL_STENCIL_TEST);
279 glDisable (GL_CULL_FACE);
280
224 glEnable (GL_DEPTH_CLAMP_NV); 281 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
226 282
283 occ_query_material.enable (*this);
284
227 // check occlusion queries 285 // check occlusion queries
228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 286 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
229 { 287 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 288 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq); 289 i->recv->event (oq);
232 } 290 }
233 291
292 occ_query_material.disable (*this);
293
234 occ_queries.clear (); 294 occ_queries.clear ();
235 295
296 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
297 (*i)->draw_postdepth (*this);
298
299 glDisable (GL_DEPTH_CLAMP_NV);
300
301 first_lighted = true;
302
236 break; 303 break;
237 304
238 case LIGHTED: 305 case LIGHTED:
306 if (first_lighted)
307 glDisable (GL_BLEND);
308 else
309 {
310 glBlendFunc (GL_ONE, GL_ONE);
311 glEnable (GL_BLEND);
312 }
313
239 glClear (GL_STENCIL_BUFFER_BIT); 314 //glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST); 315 //glEnable (GL_STENCIL_TEST);
316 glEnable (GL_CULL_FACE);
241 glEnable (GL_MINMAX); 317 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET); 318 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS); 319 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1); 320 glColorMask (1, 1, 1, 1);
245 glDepthMask (0); 321 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV); 322
323 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
324 (*i)->draw_lighted (*this);
325
326 first_lighted = false;
247 327
248 break; 328 break;
249 } 329 }
250 330
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 (); 331 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} 332}
277 333
278void light::enable () 334void light::enable (view &ctx)
279{ 335{
280 lightpos->set (p); 336 lightpos->set (p - ctx.orig);
281} 337}
282 338
283void light::disable () 339void light::disable (view &ctx)
284{ 340{
285} 341}
286
287static shader::varying_1f camdist;
288static shader::varying_3f lightvec;
289 342
290void linear_light::vsh () 343void linear_light::vsh ()
291{ 344{
292 using namespace shader::compile; 345 using namespace shader::compile;
346 temp_1f camdist;
293 347
294 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 348 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
295 camdist = max (1 - length (lightvec) / radius, 0); 349 camdist = max (1 - length (lightvec) / radius, 0);
296}
297 350
298shader::temp_3f linear_light::operator ()() 351 fsh ();
352}
353
354void linear_light::fsh ()
299{ 355{
300 using namespace shader::compile; 356 using namespace shader::compile;
301 357
302 temp_3f res; 358 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)); 359 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} 360}
307 361
308 362

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