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Comparing libgender/view.C (file contents):
Revision 1.29 by root, Wed Oct 6 15:57:51 2004 UTC vs.
Revision 1.39 by root, Sat Oct 9 21:25:35 2004 UTC

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

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