1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
3 | #include <GL/gl.h> |
3 | #include "opengl.h" |
4 | #include <GL/glext.h> |
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5 | |
4 | |
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5 | #include "view.h" |
6 | #include "oct.h" |
6 | #include "oct.h" |
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7 | #include "material.h" |
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8 | |
7 | #include "view.h" |
9 | #include "entity.h" |
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10 | |
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11 | using namespace gl; |
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12 | |
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13 | skybox *world_skybox; |
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14 | |
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15 | pass_data pass_depth (0, DEPTH); |
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16 | pass_data pass_postdepth (0, POSTDEPTH); |
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17 | |
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18 | vector<GLuint> occ_query_objects; |
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19 | |
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20 | static GLuint begin_occ_query () |
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21 | { |
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22 | GLuint id; |
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23 | |
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24 | if (occ_query_objects.size ()) |
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25 | { |
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26 | id = *(occ_query_objects.end () - 1); |
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27 | occ_query_objects.pop_back (); |
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28 | } |
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29 | else |
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30 | glGenQueries (1, &id); |
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31 | |
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32 | glBeginQuery (GL_SAMPLES_PASSED, id); |
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33 | return id; |
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34 | } |
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35 | |
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36 | inline void end_occ_query () |
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37 | { |
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38 | glEndQuery (GL_SAMPLES_PASSED); |
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39 | } |
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40 | |
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41 | static GLuint occ_query_result (GLuint id) |
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42 | { |
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43 | GLuint count; |
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44 | |
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45 | glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
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46 | occ_query_objects.push_back (id); |
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47 | |
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48 | return count; |
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49 | } |
8 | |
50 | |
9 | view::view () |
51 | view::view () |
10 | : gamma(1.0) |
52 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
11 | { |
53 | { |
12 | } |
54 | } |
13 | |
55 | |
14 | view::~view () |
56 | view::~view () |
15 | { |
57 | { |
16 | } |
58 | } |
17 | |
59 | |
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60 | void view::begin_occ_query (int &res) |
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61 | { |
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62 | occ_queries.push_back (oq_data (::begin_occ_query (), res)); |
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63 | } |
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64 | |
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65 | void view::end_occ_query () |
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66 | { |
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67 | ::end_occ_query (); |
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68 | } |
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69 | |
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70 | struct occ_query_material : material |
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71 | { |
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72 | void vsh (view &ctx); |
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73 | void fsh (view &ctx); |
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74 | }; |
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75 | |
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76 | static struct occ_query_material occ_query_material; |
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77 | |
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78 | void occ_query_material::vsh (view &ctx) |
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79 | { |
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80 | std_vsh (); |
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81 | } |
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82 | |
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83 | void occ_query_material::fsh (view &ctx) |
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84 | { |
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85 | // nop |
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86 | } |
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87 | |
18 | bool view::may_draw (entity_base *e) |
88 | bool view::may_draw (const entity *e) |
19 | { |
89 | { |
20 | if (drawn.find (e) != drawn.end ()) |
90 | if (drawn.find (e) != drawn.end ()) |
21 | return false; |
91 | return false; |
22 | |
92 | |
23 | drawn.insert (e); |
93 | drawn.insert (e); |
24 | return true; |
94 | return true; |
25 | } |
95 | } |
26 | |
96 | |
27 | void view::reset_projection () |
97 | visibility_base *visible::get_visibility (view &ctx) |
28 | { |
98 | { |
29 | renormalize (orig, p); |
99 | view::visibility_map::iterator i = ctx.vismap.find (this); |
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100 | visibility_base *vs; |
30 | |
101 | |
31 | glViewport (0, 0, w, h); |
102 | if (i == ctx.vismap.end ()) |
32 | |
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33 | glMatrixMode (GL_PROJECTION); |
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34 | glLoadIdentity (); |
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35 | |
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36 | GLdouble aspect = (GLdouble)w/h; |
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37 | GLdouble zNear = 0.1; |
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38 | GLdouble zFar = 50.; |
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39 | |
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40 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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41 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
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42 | |
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43 | d = normalize (d);//D |
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44 | u = normalize (u);//D |
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45 | vec3 rz = -d; |
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46 | vec3 rx = cross (u, rz); |
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47 | vec3 ry = cross (rz, rx); |
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48 | |
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49 | matrix &m = projection; |
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50 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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51 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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52 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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53 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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54 | |
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55 | glMultMatrixf ((GLfloat *)m.data); |
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56 | |
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57 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
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58 | |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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65 | |
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66 | glMatrixMode (GL_MODELVIEW); |
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67 | glLoadIdentity (); |
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68 | glTranslatef (-p.x, -p.y, -p.z); |
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69 | } |
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70 | |
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71 | void view::begin () |
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72 | { |
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73 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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74 | glDepthRange (0, 1. - (1. / pow (2., 16.))); |
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75 | |
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76 | vismap.clear (); |
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77 | vislist.clear (); |
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78 | |
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79 | generation++; |
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80 | |
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81 | reset_projection (); |
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82 | |
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83 | // check occlusion queries here |
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84 | #if 0 |
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85 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
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86 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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87 | occ_query_result ((*i)->occ_query); |
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88 | |
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89 | checklist.clear (); |
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90 | #endif |
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91 | |
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92 | world.detect_visibility (*this); |
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93 | } |
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94 | |
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95 | void view::end () |
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96 | { |
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97 | vismap.clear (); |
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98 | } |
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99 | |
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100 | void view::pass (enum mode m) |
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101 | { |
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102 | mode = m; |
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103 | |
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104 | glDisable (GL_ALPHA_TEST); |
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105 | glDisable (GL_BLEND); |
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106 | |
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107 | if (mode == view::DEPTH) |
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108 | { |
103 | { |
109 | glEnable (GL_POLYGON_OFFSET_FILL); |
104 | vs = new_visibility (); |
110 | glPolygonOffset (0, 1); |
105 | ctx.vismap.insert (view::visibility_map::value_type (this, vs)); |
111 | glDepthFunc (GL_LESS); |
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112 | glDisable (GL_LIGHTING); |
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113 | glColorMask (0, 0, 0, 0); |
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114 | cgGLEnableProfile (vsh_profile);// z-fighting?? |
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115 | cgGLDisableProfile (fsh_profile); |
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116 | } |
106 | } |
117 | else |
107 | else |
118 | { |
108 | { |
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109 | vs = i->second; |
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110 | |
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111 | if (vs->generation != ctx.generation) |
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112 | { |
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113 | if (ctx.generation - vs->generation > 2) |
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114 | clear_visibility (vs); |
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115 | |
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116 | vs->generation = ctx.generation; |
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117 | } |
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118 | } |
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119 | |
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120 | return vs; |
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121 | } |
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122 | |
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123 | void view::reset_projection () |
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124 | { |
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125 | renormalize (orig, p); |
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126 | |
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127 | glViewport (0, 0, w, h); |
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128 | |
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129 | GLdouble aspect = (GLdouble)w/h; |
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130 | GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
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131 | GLdouble ymax = ftan; |
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132 | GLdouble xmax = ymax * aspect; |
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133 | |
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134 | matrix perspective; |
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135 | { |
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136 | matrix &m = perspective; |
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137 | |
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138 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
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139 | m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
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140 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0; |
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141 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0; |
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142 | |
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143 | glLoadMatrixf (perspective); |
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144 | } |
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145 | //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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146 | |
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147 | //glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
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148 | |
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149 | perspfact = z_near / ymax * 0.5F * h; |
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150 | |
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151 | matrix view; |
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152 | { |
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153 | matrix &m = view; |
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154 | |
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155 | d = normalize (d);//D |
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156 | u = normalize (u);//D |
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157 | |
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158 | vec3 rz = -d; |
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159 | vec3 rx = cross (u, rz); |
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160 | vec3 ry = cross (rz, rx); |
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161 | |
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162 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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163 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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164 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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165 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F; |
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166 | |
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167 | //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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168 | diagfact = sqrtf (3.F); |
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169 | } |
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170 | |
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171 | //printf ("diagfact = %f\n", diagfact); |
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172 | //diagfact = sqrtf (3.);//D WHY??? |
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173 | // |
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174 | view = view * matrix::translation (-p); |
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175 | |
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176 | matrix projection = perspective * view; |
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177 | |
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178 | { |
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179 | matrix &m = projection; |
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180 | |
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181 | 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) ); |
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182 | 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) ); |
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183 | 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) ); |
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184 | 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) ); |
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185 | 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) ); |
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186 | 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) ); |
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187 | } |
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188 | |
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189 | #if 0 |
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190 | { |
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191 | GLdouble frustlen = z_far - z_near; |
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192 | GLdouble fheight = frustlen * ftan; |
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193 | GLdouble fwidth = fheight * w / h; |
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194 | point half (0, 0, z_near + frustlen * .5); |
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195 | point corner (fwidth, fheight, frustlen); |
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196 | |
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197 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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198 | } |
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199 | #endif |
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200 | |
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201 | GLdouble depth = h / ftan; |
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202 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan)); |
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203 | |
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204 | glMatrixMode (GL_PROJECTION); |
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205 | glLoadMatrixf (projection); |
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206 | |
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207 | glMatrixMode (GL_MODELVIEW); |
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208 | glLoadIdentity (); |
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209 | } |
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210 | |
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211 | void view::begin () |
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212 | { |
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213 | generation++; |
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214 | |
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215 | stat1 = stat2 = 0; //D |
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216 | |
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217 | vislist.clear (); |
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218 | postdepthlist.clear (); |
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219 | |
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220 | z_near = max (nz_near, 1.F); |
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221 | z_far = max (nz_far, 1E10F);//D |
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222 | c_far = nc_far; |
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223 | |
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224 | reset_projection (); |
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225 | |
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226 | nz_near = 100.; |
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227 | nc_far = nz_far = 1.F; |
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228 | |
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229 | first_lighted = false; |
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230 | } |
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231 | |
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232 | void view::end () |
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233 | { |
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234 | printf ("\rfps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld) ", |
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235 | timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D |
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236 | |
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237 | vislist.clear (); |
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238 | } |
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239 | |
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240 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
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241 | |
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242 | void view::render (pass_data &pass) |
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243 | { |
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244 | this->pass = &pass; |
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245 | |
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246 | switch (pass.type) |
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247 | { |
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248 | case DEPTH: |
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249 | glEnable (GL_CULL_FACE); |
119 | glEnable (GL_MINMAX); |
250 | glDisable (GL_MINMAX); |
120 | glDisable (GL_POLYGON_OFFSET_FILL); |
251 | glDepthRange (DEPTH_OFFSET, 1.); |
121 | glDepthFunc (GL_LESS); |
252 | glDepthFunc (GL_LESS); |
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253 | glColorMask (1, 1, 1, 1); |
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254 | glDisable (GL_BLEND); |
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255 | glDepthMask (1); |
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256 | |
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257 | glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT)); |
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258 | |
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259 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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260 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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261 | //glStencilFunc (GL_LESS, 1, 255); |
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262 | |
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263 | //glEnable (GL_POLYGON_OFFSET_FILL); |
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264 | //glPolygonOffset (0, 5); |
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265 | glEnable (GL_DEPTH_TEST); |
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266 | glColorMask (0, 0, 0, 0); |
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267 | |
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268 | // check occlusion queries |
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269 | printf ("OC1 %d\n", occ_queries.size ());//D |
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270 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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271 | *(i->res) = ::occ_query_result (i->id); |
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272 | |
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273 | occ_queries.clear (); |
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274 | |
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275 | world.detect_visibility (*this); |
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276 | |
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277 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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278 | (*i)->draw_depth (*this); |
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279 | |
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280 | break; |
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281 | |
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282 | case POSTDEPTH: |
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283 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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284 | glDepthFunc (GL_LESS); |
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285 | glColorMask (0, 0, 0, 0); |
122 | glDepthMask (0); |
286 | glDepthMask (0); |
123 | cgGLEnableProfile (vsh_profile); |
287 | glDisable (GL_STENCIL_TEST); |
124 | cgGLEnableProfile (fsh_profile); |
288 | glDisable (GL_CULL_FACE); |
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289 | |
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290 | glEnable (GL_DEPTH_CLAMP_NV); |
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291 | |
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292 | occ_query_material.enable (*this); |
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293 | for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i) |
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294 | (*i)->draw_postdepth (*this); |
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295 | occ_query_material.disable (*this); |
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296 | |
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297 | glDisable (GL_DEPTH_CLAMP_NV); |
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298 | |
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299 | first_lighted = true; |
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300 | |
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301 | break; |
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302 | |
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303 | case LIGHTED: |
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304 | if (first_lighted) |
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305 | glDisable (GL_BLEND); |
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306 | else |
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307 | { |
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308 | glBlendFunc (GL_ONE, GL_ONE); |
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309 | glEnable (GL_BLEND); |
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310 | } |
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311 | |
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312 | //glClear (GL_STENCIL_BUFFER_BIT); |
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313 | //glEnable (GL_STENCIL_TEST); |
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314 | glEnable (GL_CULL_FACE); |
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315 | glEnable (GL_MINMAX); |
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316 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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317 | glDepthFunc (GL_LESS); |
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318 | glColorMask (1, 1, 1, 1); |
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319 | glDepthMask (0); |
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320 | |
|
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321 | if (world_skybox) |
|
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322 | { |
|
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323 | glDisable (GL_DEPTH_TEST); |
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324 | world_skybox->draw (*this);// |
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325 | glEnable (GL_DEPTH_TEST); |
|
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326 | } |
|
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327 | |
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328 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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329 | (*i)->draw_lighted (*this); |
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330 | |
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331 | first_lighted = false; |
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332 | |
|
|
333 | break; |
125 | } |
334 | } |
126 | |
335 | |
127 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
|
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128 | (*i)->display (*this); |
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129 | |
|
|
130 | drawn.clear (); |
336 | drawn.clear (); |
131 | |
|
|
132 | if (mode == view::LIGHTED) |
|
|
133 | { |
|
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134 | glEnable (GL_DEPTH_CLAMP_NV); |
|
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135 | glDepthFunc (GL_LESS); |
|
|
136 | glEnable (GL_COLOR_MATERIAL); |
|
|
137 | glDisable (GL_LIGHTING); |
|
|
138 | #if 1 |
|
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139 | cgGLDisableProfile (vsh_profile); |
|
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140 | cgGLDisableProfile (fsh_profile); |
|
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141 | #endif |
|
|
142 | glShadeModel (GL_FLAT); |
|
|
143 | |
|
|
144 | static int count; count++; |
|
|
145 | if (farlist.size ()) |
|
|
146 | printf ("%d: size %d\n", count, farlist.size ()); |
|
|
147 | |
|
|
148 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
|
|
149 | { |
|
|
150 | glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin())); |
|
|
151 | (*i)->draw_bbox (*this); |
|
|
152 | } |
|
|
153 | |
|
|
154 | farlist.clear (); |
|
|
155 | |
|
|
156 | glEnable (GL_DEPTH_TEST); |
|
|
157 | glDisable (GL_DEPTH_CLAMP_NV); |
|
|
158 | glShadeModel (GL_SMOOTH); |
|
|
159 | } |
|
|
160 | |
|
|
161 | glColorMask (1, 1, 1, 0); |
|
|
162 | glDepthMask (1); |
|
|
163 | |
|
|
164 | } |
337 | } |
165 | |
338 | |
|
|
339 | void light::enable (view &ctx) |
|
|
340 | { |
|
|
341 | lightpos->set (p + (orig - ctx.orig)); |
|
|
342 | } |
166 | |
343 | |
|
|
344 | void light::disable (view &ctx) |
|
|
345 | { |
|
|
346 | } |
|
|
347 | |
|
|
348 | void linear_light::enable (view &ctx) |
|
|
349 | { |
|
|
350 | light::enable (ctx); |
|
|
351 | } |
|
|
352 | |
|
|
353 | void linear_light::disable (view &ctx) |
|
|
354 | { |
|
|
355 | light::disable (ctx); |
|
|
356 | } |
|
|
357 | |
|
|
358 | void linear_light::vsh () |
|
|
359 | { |
|
|
360 | using namespace shader::compile; |
|
|
361 | temp_1f camdist; |
|
|
362 | |
|
|
363 | lightvec = lightpos - xyz (model_view_matrix * vin.vertex); |
|
|
364 | camdist = max (1 - length (lightvec) / radius, 0); |
|
|
365 | |
|
|
366 | fsh (); |
|
|
367 | } |
|
|
368 | |
|
|
369 | void linear_light::fsh () |
|
|
370 | { |
|
|
371 | using namespace shader::compile; |
|
|
372 | |
|
|
373 | sh_lightvec = lightvec; |
|
|
374 | sh_colour = shader::compile::vec3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F)); |
|
|
375 | } |
|
|
376 | |
|
|
377 | |