--- libgender/view.C 2004/10/06 16:19:14 1.30 +++ libgender/view.C 2004/11/05 16:02:34 1.72 @@ -1,13 +1,49 @@ #include -#include -#include +#include "opengl.h" -#include "oct.h" #include "view.h" +#include "oct.h" + +using namespace gl; + +pass pass_depth (0); + +vector occ_query_objects; + +static GLuint begin_occ_query () +{ + GLuint id; + + if (occ_query_objects.size ()) + { + id = *(occ_query_objects.end () - 1); + occ_query_objects.pop_back (); + } + else + glGenQueries (1, &id); + + glBeginQuery (GL_SAMPLES_PASSED, id); + return id; +} + +inline void end_occ_query () +{ + glEndQuery (GL_SAMPLES_PASSED); +} + +static GLuint occ_query_result (GLuint id) +{ + GLuint count; + + glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); + occ_query_objects.push_back (id); + + return count; +} view::view () -: gamma(1.0) +: gamma(1.0), nz_near (1.F), nz_far (2.F) { } @@ -15,7 +51,17 @@ { } -bool view::may_draw (entity_base *e) +void view::begin_occ_query (recv_occ_query &recv, void *id) +{ + occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); +} + +void view::end_occ_query () +{ + ::end_occ_query (); +} + +bool view::may_draw (const entity *e) { if (drawn.find (e) != drawn.end ()) return false; @@ -24,6 +70,32 @@ return true; } +visibility_base *visible::get_visibility (view &ctx) +{ + view::visibility_map::iterator i = ctx.vismap.find (this); + visibility_base *vs; + + if (i == ctx.vismap.end ()) + { + vs = new_visibility (); + ctx.vismap.insert (view::visibility_map::value_type (this, vs)); + } + else + { + vs = i->second; + + if (vs->generation != ctx.generation) + { + if (vs->generation + 1 != ctx.generation) + clear_visibility (vs); + + vs->generation = ctx.generation; + } + } + + return vs; +} + void view::reset_projection () { renormalize (orig, p); @@ -34,27 +106,54 @@ glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; - GLdouble zNear = 0.1; - GLdouble zFar = 50.; + GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); + GLdouble ymax = z_near * ftan; + GLdouble xmax = ymax * aspect; - GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); - glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); + matrix perspective; +#if 0 + { + matrix &m = perspective; + m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; + m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; + m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; + m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; + + LoadMatrixf (perspective); + } +#else + glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); +#endif + + glGetFloatv (GL_PROJECTION_MATRIX, perspective); + + perspfact = z_near / ymax * 0.5F * h; + + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + matrix &m = projection; d = normalize (d);//D u = normalize (u);//D + vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - matrix &m = projection; m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; - glMultMatrixf ((GLfloat *)m.data); + diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); + //printf ("diagfact = %f\n", diagfact); + diagfact = sqrtf (3.);//D WHY??? - glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); + glMultMatrixf (m); + + glGetFloatv (GL_MODELVIEW_MATRIX, m); + + m = perspective * m; 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) ); 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) ); @@ -63,104 +162,165 @@ 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) ); 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) ); - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + { + GLdouble frustlen = z_far - z_near; + GLdouble fheight = frustlen * ftan; + GLdouble fwidth = fheight * w / h; + point half (0, 0, z_near + frustlen * .5); + point corner (fwidth, fheight, frustlen); + + frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); + } + + { + GLdouble depth = h / ftan; + + frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); + } + glTranslatef (-p.x, -p.y, -p.z); } void view::begin () { - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glDepthRange (0, 1. - (1. / pow (2., 16.))); + generation++; - vismap.clear (); vislist.clear (); - generation++; + z_near = max (nz_near, 1.F); + z_far = max (nz_far, z_near * 2.F); + c_far = nc_far; reset_projection (); - // check occlusion queries here -#if 0 - for (vector::iterator i = checklist.begin (); i != checklist.end (); ++i) - //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); - occ_query_result ((*i)->occ_query); - - checklist.clear (); -#endif - - world.detect_visibility (*this); + nz_near = 100.; + nc_far = nz_far = 1.F; } void view::end () { - vismap.clear (); + vislist.clear (); } -void view::pass (enum mode m) -{ - mode = m; +#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) - glDisable (GL_ALPHA_TEST); - glDisable (GL_BLEND); +void view::render (enum pass_type p, pass &data) +{ + pass_type = p; + pass_data = &data; - if (mode == view::DEPTH) - { - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (0, 1); - glDepthFunc (GL_LESS); - glDisable (GL_LIGHTING); - glColorMask (0, 0, 0, 0); - cgGLEnableProfile (vsh_profile);// z-fighting?? - cgGLDisableProfile (fsh_profile); - } - else + switch (pass_type) { - glEnable (GL_MINMAX); - glDisable (GL_POLYGON_OFFSET_FILL); - glDepthFunc (GL_LESS); - glDepthMask (0); - cgGLEnableProfile (vsh_profile); - cgGLEnableProfile (fsh_profile); + case DEPTH: + glColorMask (1, 1, 1, 1); + glDepthMask (1); + + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + //glEnable (GL_STENCIL_TEST); // for depth-passes + //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); + //glStencilFunc (GL_LESS, 1, 255); + + //glEnable (GL_POLYGON_OFFSET_FILL); + //glPolygonOffset (0, 5); + glDisable (GL_MINMAX); + glDepthRange (DEPTH_OFFSET, 1.); + glDepthFunc (GL_LESS); + glEnable (GL_DEPTH_TEST); + glColorMask (0, 0, 0, 0); + glDisable (GL_DEPTH_CLAMP_NV); + + world.detect_visibility (*this); + + break; + + case POSTDEPTH: + glDepthRange (0., 1. - DEPTH_OFFSET); + glDepthFunc (GL_LESS); + glColorMask (0, 0, 0, 0); + glDepthMask (0); + glEnable (GL_DEPTH_CLAMP_NV); + glDisable (GL_STENCIL_TEST); + + // check occlusion queries + for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) + { + occ_query oq(*this, i->data, ::occ_query_result (i->id)); + i->recv->event (oq); + } + + occ_queries.clear (); + + break; + + case LIGHTED: + glClear (GL_STENCIL_BUFFER_BIT); + //glEnable (GL_STENCIL_TEST); + glEnable (GL_MINMAX); + glDepthRange (0., 1. - DEPTH_OFFSET); + glDepthFunc (GL_LESS); + glColorMask (1, 1, 1, 1); + glDepthMask (0); + glDisable (GL_DEPTH_CLAMP_NV); + + break; } for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->display (*this); + if (pass_type == DEPTH) + 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 + drawn.clear (); - if (mode == view::LIGHTED) +#if 0 + if (pass == view::DEPTH) { glEnable (GL_DEPTH_CLAMP_NV); + glDepthMask (0); glDepthFunc (GL_LESS); - glEnable (GL_COLOR_MATERIAL); - glDisable (GL_LIGHTING); -#if 1 - cgGLDisableProfile (vsh_profile); - cgGLDisableProfile (fsh_profile); -#endif - glShadeModel (GL_FLAT); - static int count; count++; - if (farlist.size ()) - printf ("%d: size %d\n", count, farlist.size ()); - - for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) - { - glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin())); - (*i)->draw_bbox (*this); + for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) + { + begin_occ_query (**i); + (*i)->draw_bbox (*this); + end_occ_query (); } - farlist.clear (); - - glEnable (GL_DEPTH_TEST); glDisable (GL_DEPTH_CLAMP_NV); - glShadeModel (GL_SMOOTH); } +#endif +} + +void light::enable () +{ + lightpos->set (p); +} + +void light::disable () +{ +} + +static shader::varying_1f camdist; +static shader::varying_3f lightvec; + +void linear_light::vsh () +{ + using namespace shader::compile; + + lightvec = xyz (lightpos - model_view_matrix * vin.vertex); + camdist = max (1 - length (lightvec) / radius, 0); +} + +shader::temp_3f linear_light::operator ()() +{ + using namespace shader::compile; - glColorMask (1, 1, 1, 0); - glDepthMask (1); + temp_3f res; + res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); + return res; }