1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
3 | #define GL_GLEXT_PROTOTYPES |
3 | #include "opengl.h" |
4 | #include <GL/gl.h> |
|
|
5 | #include <GL/glext.h> |
|
|
6 | |
4 | |
7 | #include "view.h" |
5 | #include "view.h" |
8 | #include "oct.h" |
6 | #include "oct.h" |
9 | |
7 | |
|
|
8 | using namespace gl; |
|
|
9 | |
10 | vector<GLuint> occ_query_objects; |
10 | vector<GLuint> occ_query_objects; |
11 | |
11 | |
12 | static GLuint begin_occ_query () |
12 | static GLuint begin_occ_query () |
13 | { |
13 | { |
14 | GLuint id; |
14 | GLuint id; |
… | |
… | |
39 | |
39 | |
40 | return count; |
40 | return count; |
41 | } |
41 | } |
42 | |
42 | |
43 | view::view () |
43 | view::view () |
44 | : gamma(1.0) |
44 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
45 | { |
45 | { |
46 | } |
46 | } |
47 | |
47 | |
48 | view::~view () |
48 | view::~view () |
49 | { |
49 | { |
50 | } |
50 | } |
51 | |
51 | |
52 | void view::begin_occ_query (recv_occ_query &recv) |
52 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
53 | { |
53 | { |
54 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); |
54 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
55 | } |
55 | } |
56 | |
56 | |
57 | void view::end_occ_query () |
57 | void view::end_occ_query () |
58 | { |
58 | { |
59 | ::end_occ_query (); |
59 | ::end_occ_query (); |
… | |
… | |
66 | |
66 | |
67 | drawn.insert (e); |
67 | drawn.insert (e); |
68 | return true; |
68 | return true; |
69 | } |
69 | } |
70 | |
70 | |
|
|
71 | visibility_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 | |
71 | void view::reset_projection () |
97 | void view::reset_projection () |
72 | { |
98 | { |
73 | //renormalize (orig, p); |
99 | renormalize (orig, p); |
74 | |
100 | |
75 | glViewport (0, 0, w, h); |
101 | glViewport (0, 0, w, h); |
76 | |
102 | |
77 | glMatrixMode (GL_PROJECTION); |
103 | glMatrixMode (GL_PROJECTION); |
78 | glLoadIdentity (); |
104 | glLoadIdentity (); |
79 | |
105 | |
80 | GLdouble aspect = (GLdouble)w/h; |
106 | GLdouble aspect = (GLdouble)w/h; |
81 | GLdouble ymax = near * tan (fov * (M_PI / 360.0)); |
107 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
|
|
108 | GLdouble ymax = z_near * ftan; |
|
|
109 | GLdouble xmax = ymax * aspect; |
82 | |
110 | |
83 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far); |
111 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
|
|
112 | |
|
|
113 | perspfact = z_near / ymax * 0.5F * h; |
84 | |
114 | |
85 | d = normalize (d);//D |
115 | d = normalize (d);//D |
86 | u = normalize (u);//D |
116 | u = normalize (u);//D |
|
|
117 | |
87 | vec3 rz = -d; |
118 | vec3 rz = -d; |
88 | vec3 rx = cross (u, rz); |
119 | vec3 rx = cross (u, rz); |
89 | vec3 ry = cross (rz, rx); |
120 | vec3 ry = cross (rz, rx); |
90 | |
121 | |
91 | matrix &m = projection; |
122 | matrix &m = projection; |
… | |
… | |
93 | 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; |
94 | 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; |
95 | 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; |
96 | |
127 | |
97 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
128 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
|
|
129 | //printf ("diagfact = %f\n", diagfact); |
|
|
130 | diagfact = sqrtf (3.);//D WHY??? |
98 | |
131 | |
99 | glMultMatrixf (m); |
132 | glMultMatrixf (m); |
100 | glTranslatef (-p.x, -p.y, -p.z); |
133 | glTranslatef (-p.x, -p.y, -p.z); |
101 | |
134 | |
102 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
135 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
103 | |
136 | |
104 | 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) ); |
105 | 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) ); |
106 | 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) ); |
107 | 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) ); |
108 | 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) ); |
109 | 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) ); |
110 | |
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 | |
111 | glMatrixMode (GL_MODELVIEW); |
160 | glMatrixMode (GL_MODELVIEW); |
112 | glLoadIdentity (); |
161 | glLoadIdentity (); |
113 | } |
162 | } |
114 | |
163 | |
115 | void view::begin () |
164 | void view::begin () |
116 | { |
165 | { |
117 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
166 | generation++; |
118 | glDepthRange (0, 1. - (1. / pow (2., 16.))); |
|
|
119 | |
167 | |
120 | vismap.clear (); |
|
|
121 | vislist.clear (); |
168 | vislist.clear (); |
122 | |
169 | |
123 | generation++; |
170 | z_near = max (nz_near, 1.F); |
|
|
171 | z_far = max (nz_far, z_near * 2.F); |
|
|
172 | c_far = nc_far; |
124 | |
173 | |
125 | reset_projection (); |
174 | reset_projection (); |
126 | |
175 | |
127 | farlist.clear (); |
176 | nz_near = 1e37; |
128 | |
177 | nc_far = nz_far = 1.F; |
129 | // check occlusion queries |
|
|
130 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
|
|
131 | { |
|
|
132 | occ_query oq(*this, i->second, occ_query_result (i->second)); |
|
|
133 | i->first->event (oq); |
|
|
134 | } |
|
|
135 | |
|
|
136 | occ_queries.clear (); |
|
|
137 | |
|
|
138 | nextfar = near; |
|
|
139 | world.detect_visibility (*this); |
|
|
140 | printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar, |
|
|
141 | frustum.r.n.x, |
|
|
142 | frustum.r.n.y, |
|
|
143 | frustum.r.n.z, |
|
|
144 | frustum.r.d |
|
|
145 | );//D |
|
|
146 | far = nextfar; |
|
|
147 | |
|
|
148 | reset_projection (); |
|
|
149 | } |
178 | } |
150 | |
179 | |
151 | void view::end () |
180 | void view::end () |
152 | { |
181 | { |
153 | vismap.clear (); |
182 | vislist.clear (); |
154 | } |
183 | } |
155 | |
184 | |
156 | void view::pass (enum mode m) |
185 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
157 | { |
|
|
158 | mode = m; |
|
|
159 | |
186 | |
160 | glDisable (GL_ALPHA_TEST); |
187 | void view::render (enum pass p) |
161 | glDisable (GL_BLEND); |
188 | { |
|
|
189 | pass = p; |
162 | |
190 | |
163 | if (mode == view::DEPTH) |
191 | switch (pass) |
164 | { |
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 | |
165 | glEnable (GL_POLYGON_OFFSET_FILL); |
203 | //glEnable (GL_POLYGON_OFFSET_FILL); |
166 | glPolygonOffset (0, 1); |
204 | //glPolygonOffset (0, 5); |
|
|
205 | glDisable (GL_MINMAX); |
|
|
206 | glDepthRange (DEPTH_OFFSET, 1.); |
167 | glDepthFunc (GL_LESS); |
207 | glDepthFunc (GL_LESS); |
168 | glDisable (GL_LIGHTING); |
208 | glEnable (GL_DEPTH_TEST); |
169 | glColorMask (0, 0, 0, 0); |
209 | glColorMask (0, 0, 0, 0); |
170 | cgGLDisableProfile (vsh_profile);// z-fighting?? |
210 | glDisable (GL_DEPTH_CLAMP_NV); |
171 | cgGLDisableProfile (fsh_profile); |
211 | |
172 | } |
212 | world.detect_visibility (*this); |
173 | else |
213 | |
174 | { |
214 | break; |
175 | glEnable (GL_MINMAX); |
215 | |
176 | glDisable (GL_POLYGON_OFFSET_FILL); |
216 | case POSTDEPTH: |
|
|
217 | glDepthRange (0., 1. - DEPTH_OFFSET); |
177 | glDepthFunc (GL_LESS); |
218 | glDepthFunc (GL_LESS); |
|
|
219 | glColorMask (0, 0, 0, 0); |
178 | glDepthMask (1); |
220 | glDepthMask (0); |
179 | cgGLEnableProfile (vsh_profile); |
221 | glEnable (GL_DEPTH_CLAMP_NV); |
180 | 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; |
181 | } |
246 | } |
182 | |
247 | |
183 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
248 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
184 | (*i)->display (*this); |
249 | (*i)->display (*this); |
185 | |
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 | |
186 | drawn.clear (); |
254 | drawn.clear (); |
187 | |
255 | |
|
|
256 | #if 0 |
188 | if (mode == view::DEPTH) |
257 | if (pass == view::DEPTH) |
189 | { |
258 | { |
190 | glEnable (GL_DEPTH_CLAMP_NV); |
259 | glEnable (GL_DEPTH_CLAMP_NV); |
|
|
260 | glDepthMask (0); |
191 | glDepthFunc (GL_LESS); |
261 | glDepthFunc (GL_LESS); |
192 | if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL); |
|
|
193 | glDisable (GL_LIGHTING); |
|
|
194 | cgGLDisableProfile (vsh_profile); |
|
|
195 | cgGLDisableProfile (fsh_profile); |
|
|
196 | //glShadeModel (GL_FLAT); |
|
|
197 | |
|
|
198 | #if 0 |
|
|
199 | static int count; count++; |
|
|
200 | if (farlist.size ()) |
|
|
201 | printf ("%d: size %d\n", count, farlist.size ()); |
|
|
202 | #endif |
|
|
203 | |
262 | |
204 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
263 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
205 | { |
264 | { |
206 | if (mode == view::DEPTH) begin_occ_query (**i); |
265 | begin_occ_query (**i); |
207 | if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0); |
|
|
208 | (*i)->draw_bbox (*this); |
266 | (*i)->draw_bbox (*this); |
209 | if (mode == view::DEPTH) end_occ_query (); |
267 | end_occ_query (); |
210 | } |
268 | } |
211 | |
269 | |
212 | glEnable (GL_DEPTH_TEST); |
|
|
213 | glDisable (GL_DEPTH_CLAMP_NV); |
270 | glDisable (GL_DEPTH_CLAMP_NV); |
214 | //glShadeModel (GL_SMOOTH); |
|
|
215 | } |
271 | } |
216 | |
272 | #endif |
217 | glColorMask (1, 1, 1, 0); |
|
|
218 | glDepthMask (1); |
|
|
219 | |
|
|
220 | } |
273 | } |
221 | |
274 | |
222 | |
275 | |