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Comparing libgender/view.C (file contents):
Revision 1.4 by root, Mon Oct 4 07:04:58 2004 UTC vs.
Revision 1.55 by root, Sun Oct 17 05:23:39 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) 8using namespace gl;
7: v(v), l(0), mode(LIGHTED)
8{
9}
10 9
11draw_context::~draw_context () 10vector<GLuint> occ_query_objects;
12{
13}
14 11
15bool draw_context::may_draw (entity_base *e) 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}
42
43view::view ()
44: gamma(1.0)
45{
46}
47
48view::~view ()
49{
50}
51
52void view::begin_occ_query (recv_occ_query &recv, void *id)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
55}
56
57void view::end_occ_query ()
58{
59 ::end_occ_query ();
60}
61
62bool view::may_draw (const entity *e)
16{ 63{
17 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
18 return false; 65 return false;
19 66
20 drawn.insert (e); 67 drawn.insert (e);
21 return true; 68 return true;
22} 69}
23 70
24void view::draw (draw_context &ctx) 71visibility_base *visible::get_visibility (view &ctx)
25{ 72{
26 // check occlusion queries here 73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
27 75
28 ctx.generation++; 76 if (i == ctx.vismap.end ())
29
30 //renormalize (orig, p);
31
32 if (ctx.mode == draw_context::DEPTH)
33 { 77 {
34 glEnable (GL_POLYGON_OFFSET_FILL); 78 vs = new_visibility ();
35 glPolygonOffset (0, 1); 79 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
36 glDepthFunc (GL_LESS);
37 glDisable (GL_LIGHTING);
38 glColorMask (0, 0, 0, 0);
39 } 80 }
40 else 81 else
41 { 82 {
42 glDisable (GL_POLYGON_OFFSET_FILL); 83 vs = i->second;
43 glDrawBuffer (GL_BACK); 84
44 glDepthFunc (GL_LEQUAL); 85 if (vs->generation != ctx.generation)
45 glEnable (GL_LIGHTING); 86 {
46 glDepthMask (0); 87 if (vs->generation + 1 != ctx.generation)
88 clear_visibility (vs);
89
90 vs->generation = ctx.generation;
91 }
47 } 92 }
48 93
94 return vs;
95
96}
97
98void view::reset_projection ()
99{
100 renormalize (orig, p);
101
49 glViewport (0, 0, w, h); 102 glViewport (0, 0, w, h);
50 103
51 glMatrixMode (GL_PROJECTION); 104 glMatrixMode (GL_PROJECTION);
52 glLoadIdentity (); 105 glLoadIdentity ();
53 106
54 GLdouble aspect = (GLdouble)w/h; 107 GLdouble aspect = (GLdouble)w/h;
55 GLdouble zNear = 0.001;
56 GLdouble zFar = 100.;
57
58 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 108 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
109
59 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 110 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
111
112 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
113
114 d = normalize (d);//D
115 u = normalize (u);//D
60 116
61 vec3 rz = -d; 117 vec3 rz = -d;
62 vec3 rx = cross (u, rz); 118 vec3 rx = cross (u, rz);
63 vec3 ry = cross (rz, rx); 119 vec3 ry = cross (rz, rx);
64 120
65 gl_matrix &m = ctx.projection; 121 matrix &m = projection;
66 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 122 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
67 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 123 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
68 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 124 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; 125 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
70 126
71 glMultMatrixf ((GLfloat *)m.data); 127 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
128 //printf ("diagfact = %f\n", diagfact);
129 diagfact = sqrtf (3.);//D WHY???
130
131 glMultMatrixf (m);
132 glTranslatef (-p.x, -p.y, -p.z);
133
134 glGetFloatv (GL_PROJECTION_MATRIX, m);
135
136 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) );
137 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) );
138 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) );
139 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) );
140 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) );
141 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) );
72 142
73 glMatrixMode (GL_MODELVIEW); 143 glMatrixMode (GL_MODELVIEW);
74 glLoadIdentity (); 144 glLoadIdentity ();
75 glTranslatef (-p.x, -p.y, -p.z); 145}
76 146
77 world.draw (ctx); 147void view::begin ()
148{
149 generation++;
78 150
79 ctx.drawn.clear ();
80
81 glColorMask (1, 1, 1, 0); 151 glColorMask (1, 1, 1, 1);
82 glDepthMask (1); 152 glDepthMask (1);
83} 153 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
84 154
155 vislist.clear ();
156
157 z_far = nz_far;
158 c_far = nc_far;
159
160 if (z_far < z_near)
161 z_far = z_near * 2.;
162
163 reset_projection ();
164
165 nc_far = nz_far = z_near + 1.F;
166}
167
168void view::end ()
169{
170 vislist.clear ();
171}
172
173#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
174
175void view::pass (enum mode m)
176{
177 mode = m;
178
179 glDisable (GL_ALPHA_TEST);
180 glDisable (GL_BLEND);
181
182 switch (mode)
183 {
184 case DEPTH:
185 //glEnable (GL_POLYGON_OFFSET_FILL);
186 //glPolygonOffset (0, 5);
187 glDisable (GL_MINMAX);
188 glDepthRange (DEPTH_OFFSET, 1.);
189 glDepthFunc (GL_LESS);
190 glEnable (GL_DEPTH_TEST);
191 glColorMask (0, 0, 0, 0);
192 glDepthMask (1);
193
194 world.depth_pass (*this);
195
196 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
197 break;
198
199 case POSTDEPTH:
200 glEnable (GL_DEPTH_TEST);
201 glDepthRange (DEPTH_OFFSET, 1.);
202 glColorMask (0, 0, 0, 0);
203 glDepthMask (0);
204
205 // check occlusion queries
206 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
207 {
208 occ_query oq(*this, i->data, ::occ_query_result (i->id));
209 i->recv->event (oq);
210 }
211
212 occ_queries.clear ();
213
214 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
215 (*i)->display (*this);
216
217 drawn.clear ();
218
219 break;
220
221 case LIGHTED:
222 glEnable (GL_MINMAX);
223 glDepthRange (0., 1. - DEPTH_OFFSET);
224 glDepthFunc (GL_LESS);
225 glColorMask (1, 1, 1, 1);
226 glDepthMask (0);
227
228 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
229 (*i)->display (*this);
230
231 drawn.clear ();
232
233 break;
234 }
235
236#if 0
237 if (mode == view::DEPTH)
238 {
239 glEnable (GL_DEPTH_CLAMP_NV);
240 glDepthMask (0);
241 glDepthFunc (GL_LESS);
242
243 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
244 {
245 begin_occ_query (**i);
246 (*i)->draw_bbox (*this);
247 end_occ_query ();
248 }
249
250 glDisable (GL_DEPTH_CLAMP_NV);
251 }
252#endif
253}
254
255

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