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Comparing libgender/view.C (file contents):
Revision 1.46 by root, Sun Oct 10 18:14:22 2004 UTC vs.
Revision 1.64 by root, Sat Oct 23 02:27:52 2004 UTC

3#include "opengl.h" 3#include "opengl.h"
4 4
5#include "view.h" 5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7 7
8using namespace gl;
9
8vector<GLuint> occ_query_objects; 10vector<GLuint> occ_query_objects;
9 11
10static GLuint begin_occ_query () 12static GLuint begin_occ_query ()
11{ 13{
12 GLuint id; 14 GLuint id;
37 39
38 return count; 40 return count;
39} 41}
40 42
41view::view () 43view::view ()
42: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
43{ 45{
44} 46}
45 47
46view::~view () 48view::~view ()
47{ 49{
48} 50}
49 51
50void view::begin_occ_query (recv_occ_query &recv) 52void view::begin_occ_query (recv_occ_query &recv, void *id)
51{ 53{
52 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); 54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
53} 55}
54 56
55void view::end_occ_query () 57void view::end_occ_query ()
56{ 58{
57 ::end_occ_query (); 59 ::end_occ_query ();
64 66
65 drawn.insert (e); 67 drawn.insert (e);
66 return true; 68 return true;
67} 69}
68 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
69void view::reset_projection () 97void view::reset_projection ()
70{ 98{
71 renormalize (orig, p); 99 renormalize (orig, p);
72 100
73 glViewport (0, 0, w, h); 101 glViewport (0, 0, w, h);
74 102
75 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
76 glLoadIdentity (); 104 glLoadIdentity ();
77 105
78 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
79 GLdouble ymax = z_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;
80 110
81 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
112
113 perspfact = z_near / ymax * 0.5F * h;
82 114
83 d = normalize (d);//D 115 d = normalize (d);//D
84 u = normalize (u);//D 116 u = normalize (u);//D
85 117
86 vec3 rz = -d; 118 vec3 rz = -d;
92 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;
93 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;
94 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;
95 127
96 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);
97 diagfact = sqrtf (3.);//D WHY??? 130 diagfact = sqrtf (3.);//D WHY???
98 //printf ("diagfact = %f\n", diagfact);
99 131
100 glMultMatrixf (m); 132 glMultMatrixf (m);
101 glTranslatef (-p.x, -p.y, -p.z); 133 glTranslatef (-p.x, -p.y, -p.z);
102 134
103 glGetFloatv (GL_PROJECTION_MATRIX, m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
104 136
105 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) );
106 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) );
107 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) );
108 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) );
109 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) );
110 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) );
111 143
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
112 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
113 glLoadIdentity (); 161 glLoadIdentity ();
114} 162}
115 163
116void view::begin () 164void view::begin ()
117{ 165{
118 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 166 generation++;
119 glDepthRange (0, 1. - (1. / pow (2., 16.)));
120 167
121 vislist.clear (); 168 vislist.clear ();
122 169
123 generation++; 170 z_near = max (nz_near, 1.F);
124 171 z_far = max (nz_far, z_near * 2.F);
125 farlist.clear ();
126
127 // check occlusion queries
128 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
129 {
130 occ_query oq(*this, i->second, ::occ_query_result (i->second));
131 i->first->event (oq);
132 }
133
134 occ_queries.clear ();
135
136 z_far = nz_far;
137 c_far = nc_far; 172 c_far = nc_far;
173
138 reset_projection (); 174 reset_projection ();
139 175
176 nz_near = 1e37;
140 nc_far = nz_far = z_near + 1.F; 177 nc_far = nz_far = 1.F;
141 world.detect_visibility (*this);
142
143 printf ("far %f cf %f RCP %f,%f,%f +%f\n", z_far, c_far,
144 frustum.r.n.x,
145 frustum.r.n.y,
146 frustum.r.n.z,
147 frustum.r.d
148 );//D
149} 178}
150 179
151void view::end () 180void view::end ()
152{ 181{
153 vislist.clear (); 182 vislist.clear ();
154} 183}
155 184
156void view::pass (enum mode m) 185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
157{
158 mode = m;
159 186
160 glDisable (GL_ALPHA_TEST); 187void 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 (0); 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 {
185 visibility_state &vs = vismap[*i];
186 bool oq = mode == LIGHTED
187 && vs.last + 1. < timer.now
188 && (vs.visibility == visibility_state::PARTIAL
189 || vs.visibility == visibility_state::FULL);
190
191 if (oq)
192 begin_occ_query (**i);
193
194 (*i)->display (*this); 249 (*i)->display (*this);
195 250
196 if (oq) 251 if (pass == LIGHTED)
197 { 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
198 glColorMask (0, 0, 0, 0);
199 (*i)->draw_bbox (*this);
200 glColorMask (1, 1, 1, 0);
201 }
202
203 if (oq)
204 end_occ_query ();
205 }
206 253
207 drawn.clear (); 254 drawn.clear ();
208 255
256#if 0
209 if (mode == view::DEPTH) 257 if (pass == view::DEPTH)
210 { 258 {
211 glEnable (GL_DEPTH_CLAMP_NV); 259 glEnable (GL_DEPTH_CLAMP_NV);
212 glDepthMask (0); 260 glDepthMask (0);
213 glColorMask (0, 0, 0, 0);
214 glDepthFunc (GL_LESS); 261 glDepthFunc (GL_LESS);
215 if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL);
216 if (mode == view::LIGHTED) glColorMask (1, 1, 1, 0);
217 glDisable (GL_LIGHTING);
218 cgGLDisableProfile (vsh_profile);
219 cgGLDisableProfile (fsh_profile);
220
221#if 0
222 static int count; count++;
223 if (farlist.size ())
224 printf ("%d: size %d\n", count, farlist.size ());
225#endif
226 262
227 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
228 { 264 {
229 if (mode == view::DEPTH) begin_occ_query (**i); 265 begin_occ_query (**i);
230 if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0);
231 (*i)->draw_bbox (*this); 266 (*i)->draw_bbox (*this);
232 if (mode == view::DEPTH) end_occ_query (); 267 end_occ_query ();
233 } 268 }
234 269
235 glDisable (GL_DEPTH_CLAMP_NV); 270 glDisable (GL_DEPTH_CLAMP_NV);
236 glDepthMask (1);
237 } 271 }
238 272#endif
239 glColorMask (1, 1, 1, 0);
240 glDepthMask (1);
241
242} 273}
243 274
244 275

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