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Comparing libgender/view.C (file contents):
Revision 1.32 by root, Wed Oct 6 17:55:40 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"
8 7
9 static GLenum gl_error; 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}
42
10view::view () 43view::view ()
11: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
12{ 45{
13} 46}
14 47
15view::~view () 48view::~view ()
16{ 49{
17} 50}
18 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
19bool view::may_draw (entity_base *e) 62bool view::may_draw (const entity *e)
20{ 63{
21 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
22 return false; 65 return false;
23 66
24 drawn.insert (e); 67 drawn.insert (e);
25 return true; 68 return true;
26} 69}
27 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
28void view::reset_projection () 97void view::reset_projection ()
29{ 98{
30 renormalize (orig, p); 99 renormalize (orig, p);
31 100
32 glViewport (0, 0, w, h); 101 glViewport (0, 0, w, h);
33 102
34 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
35 glLoadIdentity (); 104 glLoadIdentity ();
36 105
37 gl_error = glGetError ();
38 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
39 GLdouble zNear = 0.1; 107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
40 GLdouble zFar = 50.; 108 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect;
41 110
42 gl_error = glGetError ();
43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
45 112
46 gl_error = glGetError (); 113 perspfact = z_near / ymax * 0.5F * h;
114
47 d = normalize (d);//D 115 d = normalize (d);//D
48 u = normalize (u);//D 116 u = normalize (u);//D
117
49 vec3 rz = -d; 118 vec3 rz = -d;
50 vec3 rx = cross (u, rz); 119 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx); 120 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53 121
54 matrix &m = projection; 122 matrix &m = projection;
55 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;
56 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;
57 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;
58 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;
59 gl_error = glGetError ();
60 127
61 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???
62 131
63 gl_error = glGetError (); 132 glMultMatrixf (m);
133 glTranslatef (-p.x, -p.y, -p.z);
134
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
65 136
66 gl_error = glGetError ();
67 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) );
68 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) );
69 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) );
70 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) );
71 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) );
72 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) );
73 143
74 gl_error = glGetError (); 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
75 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
76 glLoadIdentity (); 161 glLoadIdentity ();
77 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
79} 162}
80 163
81void view::begin () 164void view::begin ()
82{ 165{
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 166 generation++;
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85 167
86 vismap.clear ();
87 vislist.clear (); 168 vislist.clear ();
88 169
89 generation++; 170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
172 c_far = nc_far;
90 173
91 reset_projection (); 174 reset_projection ();
92 175
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 176 nz_near = 1e37;
94 ; 177 nc_far = nz_far = 1.F;
95 farlist.clear ();
96
97 // check occlusion queries here
98#if 0
99 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
100 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
101 occ_query_result ((*i)->occ_query);
102
103 checklist.clear ();
104#endif
105
106 world.detect_visibility (*this);
107} 178}
108 179
109void view::end () 180void view::end ()
110{ 181{
111 vismap.clear (); 182 vislist.clear ();
112} 183}
113 184
114void view::pass (enum mode m) 185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
115{
116 mode = m;
117 186
118 glDisable (GL_ALPHA_TEST); 187void view::render (enum pass p)
119 glDisable (GL_BLEND); 188{
189 pass = p;
120 190
121 if (mode == view::DEPTH) 191 switch (pass)
122 { 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
123 glEnable (GL_POLYGON_OFFSET_FILL); 203 //glEnable (GL_POLYGON_OFFSET_FILL);
124 glPolygonOffset (0, 1); 204 //glPolygonOffset (0, 5);
205 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.);
125 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
126 glDisable (GL_LIGHTING); 208 glEnable (GL_DEPTH_TEST);
127 glColorMask (0, 0, 0, 0); 209 glColorMask (0, 0, 0, 0);
128 cgGLEnableProfile (vsh_profile);// z-fighting?? 210 glDisable (GL_DEPTH_CLAMP_NV);
129 cgGLDisableProfile (fsh_profile); 211
130 } 212 world.detect_visibility (*this);
131 else 213
132 { 214 break;
133 glEnable (GL_MINMAX); 215
134 glDisable (GL_POLYGON_OFFSET_FILL); 216 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET);
135 glDepthFunc (GL_LESS); 218 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0);
136 glDepthMask (0); 220 glDepthMask (0);
137 cgGLEnableProfile (vsh_profile); 221 glEnable (GL_DEPTH_CLAMP_NV);
138 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;
139 } 246 }
140 247
141 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
142 (*i)->display (*this); 249 (*i)->display (*this);
143 250
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
144 drawn.clear (); 254 drawn.clear ();
145 255
146 if (mode == view::LIGHTED) 256#if 0
257 if (pass == view::DEPTH)
147 { 258 {
148 glEnable (GL_DEPTH_CLAMP_NV); 259 glEnable (GL_DEPTH_CLAMP_NV);
260 glDepthMask (0);
149 glDepthFunc (GL_LESS); 261 glDepthFunc (GL_LESS);
150 glEnable (GL_COLOR_MATERIAL); 262
151 glDisable (GL_LIGHTING); 263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
152#if 1 264 {
153 cgGLDisableProfile (vsh_profile); 265 begin_occ_query (**i);
154 cgGLDisableProfile (fsh_profile); 266 (*i)->draw_bbox (*this);
267 end_occ_query ();
268 }
269
270 glDisable (GL_DEPTH_CLAMP_NV);
271 }
155#endif 272#endif
156 glShadeModel (GL_FLAT);
157
158 static int count; count++;
159 if (farlist.size ())
160 printf ("%d: size %d\n", count, farlist.size ());
161
162 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
163 {
164 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
165 (*i)->draw_bbox (*this);
166 }
167
168 glEnable (GL_DEPTH_TEST);
169 glDisable (GL_DEPTH_CLAMP_NV);
170 glShadeModel (GL_SMOOTH);
171 }
172
173 glColorMask (1, 1, 1, 0);
174 glDepthMask (1);
175
176} 273}
177 274
178 275

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