--- libgender/view.C 2004/10/05 08:28:39 1.14 +++ libgender/view.C 2004/10/23 02:27:52 1.64 @@ -1,18 +1,65 @@ #include -#include "oct.h" +#include "opengl.h" + #include "view.h" +#include "oct.h" + +using namespace gl; + +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 + glGenQueriesARB (1, &id); + + glBeginQueryARB (GL_SAMPLES_PASSED, id); + return id; +} + +inline void end_occ_query () +{ + glEndQueryARB (GL_SAMPLES_PASSED); +} + +static GLuint occ_query_result (GLuint id) +{ + GLuint count; -draw_context::draw_context (view &v) -: v(v), l(0), mode(LIGHTED) + glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); + occ_query_objects.push_back (id); + + return count; +} + +view::view () +: gamma(1.0), nz_near (1.F), nz_far (2.F) +{ +} + +view::~view () +{ +} + +void view::begin_occ_query (recv_occ_query &recv, void *id) { + occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); } -draw_context::~draw_context () +void view::end_occ_query () { + ::end_occ_query (); } -bool draw_context::may_draw (entity_base *e) +bool view::may_draw (const entity *e) { if (drawn.find (e) != drawn.end ()) return false; @@ -21,79 +68,208 @@ return true; } -void view::draw (draw_context &ctx) +visibility_base *visible::get_visibility (view &ctx) { - // check occlusion queries here + view::visibility_map::iterator i = ctx.vismap.find (this); + visibility_base *vs; - ctx.generation++; - - renormalize (orig, p); - - if (ctx.mode == draw_context::DEPTH) + if (i == ctx.vismap.end ()) { - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (0, 1); - glDepthFunc (GL_LESS); - glDisable (GL_LIGHTING); - glColorMask (0, 0, 0, 0); - cgGLDisableProfile (CG_PROFILE_ARBVP1); - cgGLDisableProfile (CG_PROFILE_ARBFP1); + vs = new_visibility (); + ctx.vismap.insert (view::visibility_map::value_type (this, vs)); } else { - glDisable (GL_POLYGON_OFFSET_FILL); - glDrawBuffer (GL_BACK); - glDepthFunc (GL_LEQUAL); - glEnable (GL_LIGHTING); - glDepthMask (0); - cgGLEnableProfile (CG_PROFILE_ARBVP1); - cgGLEnableProfile (CG_PROFILE_ARBFP1); + 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); + glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); 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); + glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); + + perspfact = z_near / ymax * 0.5F * h; d = normalize (d);//D u = normalize (u);//D + vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - matrix &m = ctx.projection; - m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; - m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; - m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; + 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??? + + glMultMatrixf (m); + glTranslatef (-p.x, -p.y, -p.z); + + glGetFloatv (GL_PROJECTION_MATRIX, 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) ); + 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) ); + 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) ); + 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) ); + + { + 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)); + } - glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); + { + GLdouble depth = h / ftan; - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); + frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); + } glMatrixMode (GL_MODELVIEW); glLoadIdentity (); +} + +void view::begin () +{ + generation++; + + vislist.clear (); - world.draw (ctx); + z_near = max (nz_near, 1.F); + z_far = max (nz_far, z_near * 2.F); + c_far = nc_far; - ctx.drawn.clear (); + reset_projection (); - glColorMask (1, 1, 1, 0); - glDepthMask (1); + nz_near = 1e37; + nc_far = nz_far = 1.F; +} + +void view::end () +{ + vislist.clear (); +} + +#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) + +void view::render (enum pass p) +{ + pass = p; + + switch (pass) + { + 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 == LIGHTED) + 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 0 + if (pass == view::DEPTH) + { + glEnable (GL_DEPTH_CLAMP_NV); + glDepthMask (0); + glDepthFunc (GL_LESS); + + for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) + { + begin_occ_query (**i); + (*i)->draw_bbox (*this); + end_occ_query (); + } + + glDisable (GL_DEPTH_CLAMP_NV); + } +#endif }