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

Comparing libgender/view.C (file contents):
Revision 1.4 by root, Mon Oct 4 07:04:58 2004 UTC vs.
Revision 1.48 by root, Mon Oct 11 00:05:48 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "opengl.h"
4
5#include "view.h"
3#include "oct.h" 6#include "oct.h"
4#include "view.h"
5 7
6draw_context::draw_context (view &v) 8vector<GLuint> occ_query_objects;
7: v(v), l(0), mode(LIGHTED)
8{
9}
10 9
11draw_context::~draw_context () 10static GLuint begin_occ_query ()
12{ 11{
13} 12 GLuint id;
14 13
15bool draw_context::may_draw (entity_base *e) 14 if (occ_query_objects.size ())
15 {
16 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back ();
18 }
19 else
20 glGenQueriesARB (1, &id);
21
22 glBeginQueryARB (GL_SAMPLES_PASSED, id);
23 return id;
24}
25
26inline void end_occ_query ()
27{
28 glEndQueryARB (GL_SAMPLES_PASSED);
29}
30
31static GLuint occ_query_result (GLuint id)
32{
33 GLuint count;
34
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id);
37
38 return count;
39}
40
41view::view ()
42: gamma(1.0)
43{
44}
45
46view::~view ()
47{
48}
49
50void view::begin_occ_query (recv_occ_query &recv)
51{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ()));
53}
54
55void view::end_occ_query ()
56{
57 ::end_occ_query ();
58}
59
60bool view::may_draw (const entity *e)
16{ 61{
17 if (drawn.find (e) != drawn.end ()) 62 if (drawn.find (e) != drawn.end ())
18 return false; 63 return false;
19 64
20 drawn.insert (e); 65 drawn.insert (e);
21 return true; 66 return true;
22} 67}
23 68
24void view::draw (draw_context &ctx) 69void view::reset_projection ()
25{ 70{
26 // check occlusion queries here
27
28 ctx.generation++;
29
30 //renormalize (orig, p); 71 renormalize (orig, p);
31 72
32 if (ctx.mode == draw_context::DEPTH) 73 glViewport (0, 0, w, h);
74
75 glMatrixMode (GL_PROJECTION);
76 glLoadIdentity ();
77
78 GLdouble aspect = (GLdouble)w/h;
79 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
80
81 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
82
83 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
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 //printf ("diagfact = %f\n", diagfact);
100 diagfact = sqrtf (3.);//D WHY???
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 farlist.clear ();
128
129 // check occlusion queries
130 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
131 {
132 occ_query oq(*this, i->second, ::occ_query_result (i->second));
133 i->first->event (oq);
134 }
135
136 occ_queries.clear ();
137
138 z_far = nz_far;
139 c_far = nc_far;
140
141 if (z_far < z_near)
142 z_far = z_near * 2.;
143
144 reset_projection ();
145
146 nc_far = nz_far = z_near + 1.F;
147 world.detect_visibility (*this);
148
149 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
150}
151
152void view::end ()
153{
154 vislist.clear ();
155}
156
157void view::pass (enum mode m)
158{
159 mode = m;
160
161 glDisable (GL_ALPHA_TEST);
162 glDisable (GL_BLEND);
163
164 if (mode == view::DEPTH)
33 { 165 {
34 glEnable (GL_POLYGON_OFFSET_FILL); 166 glEnable (GL_POLYGON_OFFSET_FILL);
35 glPolygonOffset (0, 1); 167 glPolygonOffset (0, 1);
36 glDepthFunc (GL_LESS); 168 glDepthFunc (GL_LESS);
37 glDisable (GL_LIGHTING); 169 glDisable (GL_LIGHTING);
38 glColorMask (0, 0, 0, 0); 170 glColorMask (0, 0, 0, 0);
171 //cgGLDisableProfile (vsh_profile);// z-fighting??
172 //cgGLDisableProfile (fsh_profile);
39 } 173 }
40 else 174 else
41 { 175 {
176 glEnable (GL_MINMAX);
42 glDisable (GL_POLYGON_OFFSET_FILL); 177 glDisable (GL_POLYGON_OFFSET_FILL);
43 glDrawBuffer (GL_BACK);
44 glDepthFunc (GL_LEQUAL); 178 glDepthFunc (GL_LESS);
45 glEnable (GL_LIGHTING);
46 glDepthMask (0); 179 glDepthMask (0);
180 //cgGLEnableProfile (vsh_profile);
181 //cgGLEnableProfile (fsh_profile);
47 } 182 }
48 183
49 glViewport (0, 0, w, h); 184 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
185 {
186 octant *o = *i;
50 187
51 glMatrixMode (GL_PROJECTION); 188 visibility_state &vs = vismap[o];
52 glLoadIdentity (); 189 bool oq = mode == LIGHTED
190 && vs.last + 1. < timer.now
191 && (vs.visibility == visibility_state::PARTIAL
192 || vs.visibility == visibility_state::FULL);
53 193
54 GLdouble aspect = (GLdouble)w/h; 194 if (oq)
55 GLdouble zNear = 0.001; 195 begin_occ_query (*o);
56 GLdouble zFar = 100.;
57 196
58 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 197 o->display (*this);
59 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
60 198
61 vec3 rz = -d; 199 if (oq) // && o->fill) WHY???
62 vec3 rx = cross (u, rz); 200 {
63 vec3 ry = cross (rz, rx); 201 glColorMask (0, 0, 0, 0);
202 o->draw_bbox (*this);
203 glColorMask (1, 1, 1, 0);
204 }
64 205
65 gl_matrix &m = ctx.projection; 206 if (oq)
66 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 207 end_occ_query ();
67 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 208 }
68 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
69 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
70 209
71 glMultMatrixf ((GLfloat *)m.data);
72
73 glMatrixMode (GL_MODELVIEW);
74 glLoadIdentity ();
75 glTranslatef (-p.x, -p.y, -p.z);
76
77 world.draw (ctx);
78
79 ctx.drawn.clear (); 210 drawn.clear ();
211
212 if (mode == view::DEPTH)
213 {
214 glEnable (GL_DEPTH_CLAMP_NV);
215 glDepthMask (0);
216 glDepthFunc (GL_LESS);
217
218 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
219 {
220 begin_occ_query (**i);
221 (*i)->draw_bbox (*this);
222 end_occ_query ();
223 }
224
225 glDisable (GL_DEPTH_CLAMP_NV);
226 }
80 227
81 glColorMask (1, 1, 1, 0); 228 glColorMask (1, 1, 1, 0);
82 glDepthMask (1); 229 glDepthMask (1);
83}
84 230
231}
232
233

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines