1 | #include <cmath> |
1 | #include <cmath> |
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2 | |
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3 | #include <GL/gl.h> |
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4 | #include <GL/glext.h> |
2 | |
5 | |
3 | #include "oct.h" |
6 | #include "oct.h" |
4 | #include "view.h" |
7 | #include "view.h" |
5 | |
8 | |
6 | draw_context::draw_context (view &v) |
9 | view::view () |
7 | : v(v), l(0), mode(LIGHTED) |
10 | : gamma(1.0) |
8 | { |
11 | { |
9 | } |
12 | } |
10 | |
13 | |
11 | draw_context::~draw_context () |
14 | view::~view () |
12 | { |
15 | { |
13 | } |
16 | } |
14 | |
17 | |
15 | void draw_context::transform (const matrix &m) |
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16 | { |
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17 | modelview = modelview * m; |
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18 | mvp = projection * modelview; |
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19 | } |
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20 | |
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21 | bool draw_context::may_draw (entity_base *e) |
18 | bool view::may_draw (entity_base *e) |
22 | { |
19 | { |
23 | if (drawn.find (e) != drawn.end ()) |
20 | if (drawn.find (e) != drawn.end ()) |
24 | return false; |
21 | return false; |
25 | |
22 | |
26 | drawn.insert (e); |
23 | drawn.insert (e); |
27 | return true; |
24 | return true; |
28 | } |
25 | } |
29 | |
26 | |
30 | void view::draw (draw_context &ctx) |
27 | void view::reset_projection () |
31 | { |
28 | { |
32 | // check occlusion queries here |
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33 | |
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34 | ctx.generation++; |
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35 | |
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36 | renormalize (orig, p); |
29 | renormalize (orig, p); |
37 | |
30 | |
38 | if (ctx.mode == draw_context::DEPTH) |
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39 | { |
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40 | glEnable (GL_POLYGON_OFFSET_FILL); |
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41 | glPolygonOffset (0, 1); |
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42 | glDepthFunc (GL_LESS); |
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43 | glDisable (GL_LIGHTING); |
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44 | glColorMask (0, 0, 0, 0); |
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45 | } |
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46 | else |
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47 | { |
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48 | glDisable (GL_POLYGON_OFFSET_FILL); |
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49 | glDrawBuffer (GL_BACK); |
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50 | glDepthFunc (GL_LEQUAL); |
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51 | glEnable (GL_LIGHTING); |
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52 | glDepthMask (0); |
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53 | } |
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54 | |
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55 | glViewport (0, 0, w, h); |
31 | glViewport (0, 0, w, h); |
56 | |
32 | |
57 | glMatrixMode (GL_PROJECTION); |
33 | glMatrixMode (GL_PROJECTION); |
58 | glLoadIdentity (); |
34 | glLoadIdentity (); |
59 | |
35 | |
… | |
… | |
68 | u = normalize (u);//D |
44 | u = normalize (u);//D |
69 | vec3 rz = -d; |
45 | vec3 rz = -d; |
70 | vec3 rx = cross (u, rz); |
46 | vec3 rx = cross (u, rz); |
71 | vec3 ry = cross (rz, rx); |
47 | vec3 ry = cross (rz, rx); |
72 | |
48 | |
73 | matrix &m = ctx.projection; |
49 | matrix &m = projection; |
74 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; |
50 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
75 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; |
51 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
76 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; |
52 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
77 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
53 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
78 | |
54 | |
79 | glMultMatrixf ((GLfloat *)m.data); |
55 | glMultMatrixf ((GLfloat *)m.data); |
80 | |
56 | |
81 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
57 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
82 | |
58 | |
83 | ctx.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) ); |
59 | 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) ); |
84 | ctx.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) ); |
60 | 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) ); |
85 | ctx.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) ); |
61 | 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) ); |
86 | ctx.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) ); |
62 | 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) ); |
87 | ctx.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) ); |
63 | 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) ); |
88 | ctx.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) ); |
64 | 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) ); |
89 | |
65 | |
90 | for (int i = 0; i < 4; i++) |
66 | glMatrixMode (GL_MODELVIEW); |
91 | for (int j = 0; j < 4 ; j++) |
67 | glLoadIdentity (); |
92 | mvp[i][j] = m(i,j); |
68 | glTranslatef (-p.x, -p.y, -p.z); |
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69 | } |
93 | |
70 | |
94 | ctx.modelview.identity (); |
71 | void view::begin () |
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72 | { |
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73 | vismap.clear (); |
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74 | vislist.clear (); |
95 | |
75 | |
96 | world.draw (ctx); |
76 | generation++; |
97 | |
77 | |
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78 | reset_projection (); |
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79 | |
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80 | // check occlusion queries here |
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81 | #if 0 |
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82 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
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83 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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84 | occ_query_result ((*i)->occ_query); |
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85 | |
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86 | checklist.clear (); |
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87 | #endif |
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88 | |
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89 | world.detect_visibility (*this); |
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90 | } |
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91 | |
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92 | void view::end () |
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93 | { |
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94 | vismap.clear (); |
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95 | } |
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96 | |
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97 | void view::pass (enum mode m) |
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98 | { |
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99 | mode = m; |
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100 | |
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101 | glDisable (GL_ALPHA_TEST); |
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102 | glDisable (GL_BLEND); |
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103 | |
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104 | if (mode == view::DEPTH) |
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105 | { |
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106 | glEnable (GL_POLYGON_OFFSET_FILL); |
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107 | glPolygonOffset (0, 1); |
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108 | glDepthFunc (GL_LESS); |
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109 | glDisable (GL_LIGHTING); |
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110 | glColorMask (0, 0, 0, 0); |
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111 | cgGLEnableProfile (vsh_profile);// z-fighting?? |
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112 | cgGLDisableProfile (fsh_profile); |
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113 | } |
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114 | else |
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115 | { |
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116 | glEnable (GL_MINMAX); |
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117 | glDisable (GL_POLYGON_OFFSET_FILL); |
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118 | glDepthFunc (GL_LESS); |
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119 | glDepthMask (0); |
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120 | cgGLEnableProfile (vsh_profile); |
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121 | cgGLEnableProfile (fsh_profile); |
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122 | } |
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123 | |
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124 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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125 | (*i)->display (*this); |
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126 | |
98 | ctx.drawn.clear (); |
127 | drawn.clear (); |
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128 | |
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129 | if (mode == view::LIGHTED) |
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130 | { |
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131 | cgGLDisableProfile (vsh_profile); |
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132 | cgGLDisableProfile (fsh_profile); |
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133 | glEnable (GL_DEPTH_CLAMP_NV); |
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134 | glDepthFunc (GL_LEQUAL); |
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135 | glDisable (GL_DEPTH_TEST); |
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136 | glEnable (GL_COLOR_MATERIAL); |
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137 | glDisable (GL_CULL_FACE); |
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138 | #if 0 |
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139 | cgGLDisableProfile (vsh_profile); |
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140 | cgGLDisableProfile (fsh_profile); |
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141 | #endif |
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142 | GLfloat m[4] = { 1, 0, 1, 0 }; |
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143 | glColor3f (1, 0, 1); |
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144 | glNormal3f (0.7, 0.5, 0.9); |
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145 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, m); |
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146 | glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m); |
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147 | |
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148 | static int count; count++; |
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149 | if (farlist.size ()) |
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150 | printf ("%d: size %d\n", count, farlist.size ()); |
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151 | |
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152 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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153 | (*i)->draw_bbox (*this); |
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154 | |
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155 | farlist.clear (); |
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156 | |
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157 | glEnable (GL_DEPTH_TEST); |
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158 | glDisable (GL_DEPTH_CLAMP_NV); |
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159 | } |
99 | |
160 | |
100 | glColorMask (1, 1, 1, 0); |
161 | glColorMask (1, 1, 1, 0); |
101 | glDepthMask (1); |
162 | glDepthMask (1); |
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163 | |
102 | } |
164 | } |
103 | |
165 | |
104 | |
166 | |