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

Comparing libgender/view.C (file contents):
Revision 1.10 by root, Tue Oct 5 03:52:13 2004 UTC vs.
Revision 1.42 by root, Sun Oct 10 00:00:52 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#define GL_GLEXT_PROTOTYPES
4#include <GL/gl.h>
5#include <GL/glext.h>
6
7#include "view.h"
3#include "oct.h" 8#include "oct.h"
4#include "view.h"
5 9
6draw_context::draw_context (view &v) 10vector<GLuint> occ_query_objects;
7: v(v), l(0), mode(LIGHTED)
8{
9}
10 11
11draw_context::~draw_context () 12static GLuint begin_occ_query ()
12{ 13{
13} 14 GLuint id;
14 15
15void draw_context::transform (const matrix &m) 16 if (occ_query_objects.size ())
16{ 17 {
17 modelview = modelview * m; 18 id = *(occ_query_objects.end () - 1);
18 mvp = projection * modelview; 19 occ_query_objects.pop_back ();
19} 20 }
21 else
22 glGenQueriesARB (1, &id);
20 23
21bool draw_context::may_draw (entity_base *e) 24 glBeginQueryARB (GL_SAMPLES_PASSED, id);
25 return id;
26}
27
28inline void end_occ_query ()
29{
30 glEndQueryARB (GL_SAMPLES_PASSED);
31}
32
33static GLuint occ_query_result (GLuint id)
34{
35 GLuint count;
36
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id);
39
40 return count;
41}
42
43view::view ()
44: gamma(1.0)
45{
46}
47
48view::~view ()
49{
50}
51
52void view::begin_occ_query (recv_occ_query &recv)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ()));
55}
56
57void view::end_occ_query ()
58{
59 ::end_occ_query ();
60}
61
62bool view::may_draw (const entity *e)
22{ 63{
23 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
24 return false; 65 return false;
25 66
26 drawn.insert (e); 67 drawn.insert (e);
27 return true; 68 return true;
28} 69}
29 70
30void view::draw (draw_context &ctx) 71void view::reset_projection ()
31{ 72{
32 // check occlusion queries here
33
34 ctx.generation++;
35
36 renormalize (orig, p); 73 renormalize (orig, p);
37 74
38 if (ctx.mode == draw_context::DEPTH) 75 glViewport (0, 0, w, h);
76
77 glMatrixMode (GL_PROJECTION);
78 glLoadIdentity ();
79
80 GLdouble aspect = (GLdouble)w/h;
81 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
82
83 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
84
85 d = normalize (d);//D
86 u = normalize (u);//D
87
88 vec3 rz = -d;
89 vec3 rx = cross (u, rz);
90 vec3 ry = cross (rz, rx);
91
92 matrix &m = projection;
93 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
94 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
95 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
96 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
97
98 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
99 diagfact = sqrtf (3.);//D WHY???
100 //printf ("diagfact = %f\n", diagfact);
101
102 glMultMatrixf (m);
103 glTranslatef (-p.x, -p.y, -p.z);
104
105 glGetFloatv (GL_PROJECTION_MATRIX, m);
106
107 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) );
108 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) );
109 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) );
110 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) );
111 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) );
112 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) );
113
114 glMatrixMode (GL_MODELVIEW);
115 glLoadIdentity ();
116}
117
118void view::begin ()
119{
120 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
121 glDepthRange (0, 1. - (1. / pow (2., 16.)));
122
123 vislist.clear ();
124
125 generation++;
126
127 reset_projection ();
128
129 farlist.clear ();
130
131 // check occlusion queries
132 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
133 {
134 occ_query oq(*this, i->second, occ_query_result (i->second));
135 i->first->event (oq);
136 }
137
138 occ_queries.clear ();
139
140 nc_far = nz_far = z_near + 1.F;
141 world.detect_visibility (*this);
142 z_far = nz_far;
143 c_far = nc_far;
144 z_far = c_far;//D
145
146 printf ("far %f cf %f RCP %f,%f,%f +%f\n", z_far, c_far,
147 frustum.r.n.x,
148 frustum.r.n.y,
149 frustum.r.n.z,
150 frustum.r.d
151 );//D
152}
153
154void view::end ()
155{
156 vislist.clear ();
157}
158
159void view::pass (enum mode m)
160{
161 mode = m;
162
163 glDisable (GL_ALPHA_TEST);
164 glDisable (GL_BLEND);
165
166 if (mode == view::DEPTH)
39 { 167 {
40 glEnable (GL_POLYGON_OFFSET_FILL); 168 glEnable (GL_POLYGON_OFFSET_FILL);
41 glPolygonOffset (0, 1); 169 glPolygonOffset (0, 1);
42 glDepthFunc (GL_LESS); 170 glDepthFunc (GL_LESS);
43 glDisable (GL_LIGHTING); 171 glDisable (GL_LIGHTING);
44 glColorMask (0, 0, 0, 0); 172 glColorMask (0, 0, 0, 0);
173 cgGLDisableProfile (vsh_profile);// z-fighting??
174 cgGLDisableProfile (fsh_profile);
45 } 175 }
46 else 176 else
47 { 177 {
178 glEnable (GL_MINMAX);
48 glDisable (GL_POLYGON_OFFSET_FILL); 179 glDisable (GL_POLYGON_OFFSET_FILL);
49 glDrawBuffer (GL_BACK);
50 glDepthFunc (GL_LEQUAL); 180 glDepthFunc (GL_LESS);
51 glEnable (GL_LIGHTING); 181 glDepthMask (1);
182 cgGLEnableProfile (vsh_profile);
183 cgGLEnableProfile (fsh_profile);
184 }
185
186 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
187 {
188 visibility_state &vs = vismap[*i];
189 bool oq = (vs.visibility == visibility_state::PARTIAL
190 || vs.visibility == visibility_state::FULL)
191 && (vs.last + 1. < timer.now)
192 && (mode == LIGHTED);
193
194 if (oq)
195 begin_occ_query (**i);
196
197 (*i)->display (*this);
198
199 if (oq)
200 end_occ_query ();
201
202 }
203
204 drawn.clear ();
205
206 if (mode == view::DEPTH)
207 {
208 glEnable (GL_DEPTH_CLAMP_NV);
52 glDepthMask (0); 209 glDepthMask (0);
210 glDepthFunc (GL_LESS);
211 if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL);
212 glDisable (GL_LIGHTING);
213 cgGLDisableProfile (vsh_profile);
214 cgGLDisableProfile (fsh_profile);
215
216#if 0
217 static int count; count++;
218 if (farlist.size ())
219 printf ("%d: size %d\n", count, farlist.size ());
220#endif
221
222 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
223 {
224 if (mode == view::DEPTH) begin_occ_query (**i);
225 if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0);
226 (*i)->draw_bbox (*this);
227 if (mode == view::DEPTH) end_occ_query ();
53 } 228 }
54
55 glViewport (0, 0, w, h);
56 229
57 glMatrixMode (GL_PROJECTION); 230 glDisable (GL_DEPTH_CLAMP_NV);
58 glLoadIdentity (); 231 glDepthMask (1);
59 232 }
60 GLdouble aspect = (GLdouble)w/h;
61 GLdouble zNear = 0.1;
62 GLdouble zFar = 50.;
63
64 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
65 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
66
67 d = normalize (d);//D
68 u = normalize (u);//D
69 vec3 rz = -d;
70 vec3 rx = cross (u, rz);
71 vec3 ry = cross (rz, rx);
72
73 matrix &m = ctx.projection;
74 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x;
75 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y;
76 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z;
77 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
78
79 glMultMatrixf ((GLfloat *)m.data);
80
81 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
82
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) );
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) );
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) );
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) );
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) );
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) );
89
90 for (int i = 0; i < 4; i++)
91 for (int j = 0; j < 4 ; j++)
92 mvp[i][j] = m(i,j);
93
94 ctx.modelview.identity ();
95
96 world.draw (ctx);
97
98 ctx.drawn.clear ();
99 233
100 glColorMask (1, 1, 1, 0); 234 glColorMask (1, 1, 1, 0);
101 glDepthMask (1); 235 glDepthMask (1);
102}
103 236
237}
104 238
239

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines