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" |
7 | #include "view.h" |
7 | |
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8 | using namespace gl; |
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9 | |
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10 | vector<GLuint> occ_query_objects; |
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11 | |
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12 | static GLuint begin_occ_query () |
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13 | { |
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14 | GLuint id; |
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15 | |
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16 | if (occ_query_objects.size ()) |
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17 | { |
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18 | id = *(occ_query_objects.end () - 1); |
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19 | occ_query_objects.pop_back (); |
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20 | } |
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21 | else |
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22 | glGenQueriesARB (1, &id); |
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23 | |
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24 | glBeginQueryARB (GL_SAMPLES_PASSED, id); |
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25 | return id; |
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26 | } |
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27 | |
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28 | inline void end_occ_query () |
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29 | { |
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30 | glEndQueryARB (GL_SAMPLES_PASSED); |
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31 | } |
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32 | |
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33 | static GLuint occ_query_result (GLuint id) |
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34 | { |
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35 | GLuint count; |
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36 | |
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37 | glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); |
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38 | occ_query_objects.push_back (id); |
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39 | |
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40 | return count; |
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41 | } |
8 | |
42 | |
9 | view::view () |
43 | view::view () |
10 | : gamma(1.0) |
44 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
11 | { |
45 | { |
12 | } |
46 | } |
13 | |
47 | |
14 | view::~view () |
48 | view::~view () |
15 | { |
49 | { |
16 | } |
50 | } |
17 | |
51 | |
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52 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
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53 | { |
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54 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
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55 | } |
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56 | |
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57 | void view::end_occ_query () |
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58 | { |
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59 | ::end_occ_query (); |
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60 | } |
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61 | |
18 | bool view::may_draw (entity_base *e) |
62 | bool 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 | |
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71 | visibility_base *visible::get_visibility (view &ctx) |
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72 | { |
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73 | view::visibility_map::iterator i = ctx.vismap.find (this); |
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74 | visibility_base *vs; |
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75 | |
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76 | if (i == ctx.vismap.end ()) |
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77 | { |
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78 | vs = new_visibility (); |
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79 | ctx.vismap.insert (view::visibility_map::value_type (this, vs)); |
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80 | } |
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81 | else |
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82 | { |
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83 | vs = i->second; |
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84 | |
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85 | if (vs->generation != ctx.generation) |
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86 | { |
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87 | if (vs->generation + 1 != ctx.generation) |
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88 | clear_visibility (vs); |
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89 | |
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90 | vs->generation = ctx.generation; |
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91 | } |
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92 | } |
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93 | |
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94 | return vs; |
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95 | } |
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96 | |
27 | void view::reset_projection () |
97 | void 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; |
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109 | GLdouble xmax = ymax * aspect; |
39 | |
110 | |
40 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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41 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
111 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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112 | |
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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 |
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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); |
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129 | //printf ("diagfact = %f\n", diagfact); |
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130 | diagfact = sqrtf (3.);//D WHY??? |
56 | |
131 | |
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132 | glMultMatrixf (m); |
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133 | glTranslatef (-p.x, -p.y, -p.z); |
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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 | |
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144 | { |
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145 | GLdouble frustlen = z_far - z_near; |
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146 | GLdouble fheight = frustlen * ftan; |
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147 | GLdouble fwidth = fheight * w / h; |
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148 | point half (0, 0, z_near + frustlen * .5); |
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149 | point corner (fwidth, fheight, frustlen); |
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150 | |
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151 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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152 | } |
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153 | |
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154 | { |
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155 | GLdouble depth = h / ftan; |
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156 | |
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157 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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158 | } |
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159 | |
66 | glMatrixMode (GL_MODELVIEW); |
160 | glMatrixMode (GL_MODELVIEW); |
67 | glLoadIdentity (); |
161 | glLoadIdentity (); |
68 | glTranslatef (-p.x, -p.y, -p.z); |
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69 | } |
162 | } |
70 | |
163 | |
71 | void view::begin () |
164 | void view::begin () |
72 | { |
165 | { |
73 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
166 | generation++; |
74 | glDepthRange (0, 1. - (1. / pow (2., 16.))); |
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75 | |
167 | |
76 | vismap.clear (); |
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77 | vislist.clear (); |
168 | vislist.clear (); |
78 | |
169 | |
79 | generation++; |
170 | z_near = max (nz_near, 1.F); |
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171 | z_far = max (nz_far, z_near * 2.F); |
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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 (); |
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86 | |
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87 | // check occlusion queries here |
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88 | #if 0 |
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89 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
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90 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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91 | occ_query_result ((*i)->occ_query); |
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92 | |
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93 | checklist.clear (); |
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94 | #endif |
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95 | |
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96 | world.detect_visibility (*this); |
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97 | } |
178 | } |
98 | |
179 | |
99 | void view::end () |
180 | void view::end () |
100 | { |
181 | { |
101 | vismap.clear (); |
182 | vislist.clear (); |
102 | } |
183 | } |
103 | |
184 | |
104 | void view::pass (enum mode m) |
185 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
105 | { |
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106 | mode = m; |
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107 | |
186 | |
108 | glDisable (GL_ALPHA_TEST); |
187 | void view::render (enum pass p) |
109 | glDisable (GL_BLEND); |
188 | { |
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189 | pass = p; |
110 | |
190 | |
111 | if (mode == view::DEPTH) |
191 | switch (pass) |
112 | { |
192 | { |
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193 | case DEPTH: |
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194 | glColorMask (1, 1, 1, 1); |
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195 | glDepthMask (1); |
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196 | |
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197 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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198 | |
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199 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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200 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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201 | //glStencilFunc (GL_LESS, 1, 255); |
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202 | |
113 | glEnable (GL_POLYGON_OFFSET_FILL); |
203 | //glEnable (GL_POLYGON_OFFSET_FILL); |
114 | glPolygonOffset (0, 1); |
204 | //glPolygonOffset (0, 5); |
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205 | glDisable (GL_MINMAX); |
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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: |
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217 | glDepthRange (0., 1. - DEPTH_OFFSET); |
125 | glDepthFunc (GL_LESS); |
218 | glDepthFunc (GL_LESS); |
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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); |
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223 | |
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224 | // check occlusion queries |
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225 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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226 | { |
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227 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
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228 | i->recv->event (oq); |
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229 | } |
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230 | |
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231 | occ_queries.clear (); |
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232 | |
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233 | break; |
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234 | |
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235 | case LIGHTED: |
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236 | glClear (GL_STENCIL_BUFFER_BIT); |
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237 | //glEnable (GL_STENCIL_TEST); |
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238 | glEnable (GL_MINMAX); |
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239 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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240 | glDepthFunc (GL_LESS); |
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241 | glColorMask (1, 1, 1, 1); |
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242 | glDepthMask (0); |
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243 | glDisable (GL_DEPTH_CLAMP_NV); |
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244 | |
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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 | |
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251 | if (pass == LIGHTED) |
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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 |
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253 | |
134 | drawn.clear (); |
254 | drawn.clear (); |
135 | |
255 | |
136 | if (mode == view::LIGHTED) |
256 | #if 0 |
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257 | if (pass == view::DEPTH) |
137 | { |
258 | { |
138 | glEnable (GL_DEPTH_CLAMP_NV); |
259 | glEnable (GL_DEPTH_CLAMP_NV); |
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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); |
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267 | end_occ_query (); |
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268 | } |
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269 | |
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270 | glDisable (GL_DEPTH_CLAMP_NV); |
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271 | } |
145 | #endif |
272 | #endif |
146 | glShadeModel (GL_FLAT); |
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147 | |
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148 | static int count; count++; |
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149 | if (farlist.size ()) |
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150 | printf ("%d: size %d\n", count, farlist.size ()); |
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151 | |
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152 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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153 | { |
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154 | glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin())); |
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155 | (*i)->draw_bbox (*this); |
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156 | } |
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157 | |
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158 | glEnable (GL_DEPTH_TEST); |
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159 | glDisable (GL_DEPTH_CLAMP_NV); |
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160 | glShadeModel (GL_SMOOTH); |
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161 | } |
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162 | |
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163 | glColorMask (1, 1, 1, 0); |
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164 | glDepthMask (1); |
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165 | |
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166 | } |
273 | } |
167 | |
274 | |
168 | |
275 | |