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

Comparing libgender/view.C (file contents):
Revision 1.31 by root, Wed Oct 6 17:04:06 2004 UTC vs.
Revision 1.64 by root, Sat Oct 23 02:27:52 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include <GL/gl.h> 3#include "opengl.h"
4#include <GL/glext.h>
5 4
5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7#include "view.h" 7
8using namespace gl;
9
10vector<GLuint> occ_query_objects;
11
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}
8 42
9view::view () 43view::view ()
10: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
11{ 45{
12} 46}
13 47
14view::~view () 48view::~view ()
15{ 49{
16} 50}
17 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
18bool view::may_draw (entity_base *e) 62bool view::may_draw (const entity *e)
19{ 63{
20 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
21 return false; 65 return false;
22 66
23 drawn.insert (e); 67 drawn.insert (e);
24 return true; 68 return true;
25} 69}
26 70
71visibility_base *visible::get_visibility (view &ctx)
72{
73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
75
76 if (i == ctx.vismap.end ())
77 {
78 vs = new_visibility ();
79 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
80 }
81 else
82 {
83 vs = i->second;
84
85 if (vs->generation != ctx.generation)
86 {
87 if (vs->generation + 1 != ctx.generation)
88 clear_visibility (vs);
89
90 vs->generation = ctx.generation;
91 }
92 }
93
94 return vs;
95}
96
27void view::reset_projection () 97void view::reset_projection ()
28{ 98{
29 renormalize (orig, p); 99 renormalize (orig, p);
30 100
31 glViewport (0, 0, w, h); 101 glViewport (0, 0, w, h);
32 102
33 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
34 glLoadIdentity (); 104 glLoadIdentity ();
35 105
36 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
37 GLdouble zNear = 0.1; 107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
38 GLdouble zFar = 50.; 108 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect;
39 110
40 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
41 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
112
113 perspfact = z_near / ymax * 0.5F * h;
42 114
43 d = normalize (d);//D 115 d = normalize (d);//D
44 u = normalize (u);//D 116 u = normalize (u);//D
117
45 vec3 rz = -d; 118 vec3 rz = -d;
46 vec3 rx = cross (u, rz); 119 vec3 rx = cross (u, rz);
47 vec3 ry = cross (rz, rx); 120 vec3 ry = cross (rz, rx);
48 121
49 matrix &m = projection; 122 matrix &m = projection;
50 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 123 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
51 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 124 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
52 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 125 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
53 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 126 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
54 127
55 glMultMatrixf ((GLfloat *)m.data); 128 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
129 //printf ("diagfact = %f\n", diagfact);
130 diagfact = sqrtf (3.);//D WHY???
56 131
132 glMultMatrixf (m);
133 glTranslatef (-p.x, -p.y, -p.z);
134
57 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
58 136
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) ); 137 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) );
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) ); 138 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) );
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) ); 139 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) );
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) ); 140 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) );
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) ); 141 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) );
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) ); 142 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) );
65 143
144 {
145 GLdouble frustlen = z_far - z_near;
146 GLdouble fheight = frustlen * ftan;
147 GLdouble fwidth = fheight * w / h;
148 point half (0, 0, z_near + frustlen * .5);
149 point corner (fwidth, fheight, frustlen);
150
151 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
152 }
153
154 {
155 GLdouble depth = h / ftan;
156
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
158 }
159
66 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
67 glLoadIdentity (); 161 glLoadIdentity ();
68 glTranslatef (-p.x, -p.y, -p.z);
69} 162}
70 163
71void view::begin () 164void view::begin ()
72{ 165{
73 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 166 generation++;
74 glDepthRange (0, 1. - (1. / pow (2., 16.)));
75 167
76 vismap.clear ();
77 vislist.clear (); 168 vislist.clear ();
78 169
79 generation++; 170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
172 c_far = nc_far;
80 173
81 reset_projection (); 174 reset_projection ();
82 175
83 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 176 nz_near = 1e37;
84 ; 177 nc_far = nz_far = 1.F;
85 farlist.clear ();
86
87 // check occlusion queries here
88#if 0
89 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
90 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
91 occ_query_result ((*i)->occ_query);
92
93 checklist.clear ();
94#endif
95
96 world.detect_visibility (*this);
97} 178}
98 179
99void view::end () 180void view::end ()
100{ 181{
101 vismap.clear (); 182 vislist.clear ();
102} 183}
103 184
104void view::pass (enum mode m) 185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
105{
106 mode = m;
107 186
108 glDisable (GL_ALPHA_TEST); 187void view::render (enum pass p)
109 glDisable (GL_BLEND); 188{
189 pass = p;
110 190
111 if (mode == view::DEPTH) 191 switch (pass)
112 { 192 {
193 case DEPTH:
194 glColorMask (1, 1, 1, 1);
195 glDepthMask (1);
196
197 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
198
199 //glEnable (GL_STENCIL_TEST); // for depth-passes
200 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
201 //glStencilFunc (GL_LESS, 1, 255);
202
113 glEnable (GL_POLYGON_OFFSET_FILL); 203 //glEnable (GL_POLYGON_OFFSET_FILL);
114 glPolygonOffset (0, 1); 204 //glPolygonOffset (0, 5);
205 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.);
115 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
116 glDisable (GL_LIGHTING); 208 glEnable (GL_DEPTH_TEST);
117 glColorMask (0, 0, 0, 0); 209 glColorMask (0, 0, 0, 0);
118 cgGLEnableProfile (vsh_profile);// z-fighting?? 210 glDisable (GL_DEPTH_CLAMP_NV);
119 cgGLDisableProfile (fsh_profile); 211
120 } 212 world.detect_visibility (*this);
121 else 213
122 { 214 break;
123 glEnable (GL_MINMAX); 215
124 glDisable (GL_POLYGON_OFFSET_FILL); 216 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET);
125 glDepthFunc (GL_LESS); 218 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0);
126 glDepthMask (0); 220 glDepthMask (0);
127 cgGLEnableProfile (vsh_profile); 221 glEnable (GL_DEPTH_CLAMP_NV);
128 cgGLEnableProfile (fsh_profile); 222 glDisable (GL_STENCIL_TEST);
223
224 // check occlusion queries
225 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
226 {
227 occ_query oq(*this, i->data, ::occ_query_result (i->id));
228 i->recv->event (oq);
229 }
230
231 occ_queries.clear ();
232
233 break;
234
235 case LIGHTED:
236 glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST);
238 glEnable (GL_MINMAX);
239 glDepthRange (0., 1. - DEPTH_OFFSET);
240 glDepthFunc (GL_LESS);
241 glColorMask (1, 1, 1, 1);
242 glDepthMask (0);
243 glDisable (GL_DEPTH_CLAMP_NV);
244
245 break;
129 } 246 }
130 247
131 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
132 (*i)->display (*this); 249 (*i)->display (*this);
133 250
251 if (pass == LIGHTED)
252 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
253
134 drawn.clear (); 254 drawn.clear ();
135 255
136 if (mode == view::LIGHTED) 256#if 0
257 if (pass == view::DEPTH)
137 { 258 {
138 glEnable (GL_DEPTH_CLAMP_NV); 259 glEnable (GL_DEPTH_CLAMP_NV);
260 glDepthMask (0);
139 glDepthFunc (GL_LESS); 261 glDepthFunc (GL_LESS);
140 glEnable (GL_COLOR_MATERIAL); 262
141 glDisable (GL_LIGHTING); 263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
142#if 1 264 {
143 cgGLDisableProfile (vsh_profile); 265 begin_occ_query (**i);
144 cgGLDisableProfile (fsh_profile); 266 (*i)->draw_bbox (*this);
267 end_occ_query ();
268 }
269
270 glDisable (GL_DEPTH_CLAMP_NV);
271 }
145#endif 272#endif
146 glShadeModel (GL_FLAT);
147
148 static int count; count++;
149 if (farlist.size ())
150 printf ("%d: size %d\n", count, farlist.size ());
151
152 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
153 {
154 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
155 (*i)->draw_bbox (*this);
156 }
157
158 glEnable (GL_DEPTH_TEST);
159 glDisable (GL_DEPTH_CLAMP_NV);
160 glShadeModel (GL_SMOOTH);
161 }
162
163 glColorMask (1, 1, 1, 0);
164 glDepthMask (1);
165
166} 273}
167 274
168 275

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines