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Comparing libgender/view.C (file contents):
Revision 1.12 by root, Tue Oct 5 07:09:17 2004 UTC vs.
Revision 1.66 by root, Fri Oct 29 23:27:02 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "opengl.h"
4
5#include "view.h"
3#include "oct.h" 6#include "oct.h"
4#include "view.h"
5 7
6draw_context::draw_context (view &v) 8using namespace gl;
7: v(v), l(0), mode(LIGHTED)
8{
9}
10 9
11draw_context::~draw_context () 10vector<GLuint> occ_query_objects;
12{
13}
14 11
15void draw_context::transform (const matrix &m) 12static GLuint begin_occ_query ()
16{ 13{
17 modelview = modelview * m; 14 GLuint id;
18 matrix d = projection * modelview;
19 15
20 cgSetMatrixParameterfc (mv, (GLfloat *)&modelview); 16 if (occ_query_objects.size ())
21 cgSetMatrixParameterfc (mvp, (GLfloat *)&d); 17 {
22} 18 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back ();
20 }
21 else
22 glGenQueries (1, &id);
23 23
24bool draw_context::may_draw (entity_base *e) 24 glBeginQuery (GL_SAMPLES_PASSED, id);
25 return id;
26}
27
28inline void end_occ_query ()
29{
30 glEndQuery (GL_SAMPLES_PASSED);
31}
32
33static GLuint occ_query_result (GLuint id)
34{
35 GLuint count;
36
37 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id);
39
40 return count;
41}
42
43view::view ()
44: gamma(1.0), nz_near (1.F), nz_far (2.F)
45{
46}
47
48view::~view ()
49{
50}
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
62bool view::may_draw (const entity *e)
25{ 63{
26 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
27 return false; 65 return false;
28 66
29 drawn.insert (e); 67 drawn.insert (e);
30 return true; 68 return true;
31} 69}
32 70
33void view::draw (draw_context &ctx) 71visibility_base *visible::get_visibility (view &ctx)
34{ 72{
35 // check occlusion queries here 73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
36 75
37 ctx.generation++; 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;
38 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
97void view::reset_projection ()
98{
39 renormalize (orig, p); 99 renormalize (orig, p);
40 100
41 if (ctx.mode == draw_context::DEPTH)
42 {
43 glEnable (GL_POLYGON_OFFSET_FILL);
44 glPolygonOffset (0, 1);
45 glDepthFunc (GL_LESS);
46 glDisable (GL_LIGHTING);
47 glColorMask (0, 0, 0, 0);
48 }
49 else
50 {
51 glDisable (GL_POLYGON_OFFSET_FILL);
52 glDrawBuffer (GL_BACK);
53 glDepthFunc (GL_LEQUAL);
54 glEnable (GL_LIGHTING);
55 glDepthMask (0);
56 }
57
58 glViewport (0, 0, w, h); 101 glViewport (0, 0, w, h);
59 102
60 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
61 glLoadIdentity (); 104 glLoadIdentity ();
62 105
63 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
64 GLdouble zNear = 0.1; 107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
65 GLdouble zFar = 50.; 108 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect;
66 110
67 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
68 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;
69 114
70 d = normalize (d);//D 115 d = normalize (d);//D
71 u = normalize (u);//D 116 u = normalize (u);//D
117
72 vec3 rz = -d; 118 vec3 rz = -d;
73 vec3 rx = cross (u, rz); 119 vec3 rx = cross (u, rz);
74 vec3 ry = cross (rz, rx); 120 vec3 ry = cross (rz, rx);
75 121
76 matrix &m = ctx.projection; 122 matrix &m = projection;
77 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; 123 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
78 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; 124 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
79 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; 125 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
80 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;
81 127
82 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???
83 131
132 glMultMatrixf (m);
133 glTranslatef (-p.x, -p.y, -p.z);
134
84 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
85 136
86 ctx.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) );
87 ctx.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) );
88 ctx.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) );
89 ctx.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) );
90 ctx.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) );
91 ctx.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) );
92 143
93 ctx.modelview.identity (); 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 }
94 153
154 {
155 GLdouble depth = h / ftan;
156
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
158 }
159
95 glMatrixMode (GL_MODELVIEW);//D 160 glMatrixMode (GL_MODELVIEW);
96 glLoadIdentity (); 161 glLoadIdentity ();
162}
97 163
98 world.draw (ctx); 164void view::begin ()
165{
166 generation++;
99 167
168 vislist.clear ();
169
170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
172 c_far = nc_far;
173
174 reset_projection ();
175
176 nz_near = 100.;
177 nc_far = nz_far = 1.F;
178}
179
180void view::end ()
181{
182 vislist.clear ();
183}
184
185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
186
187void view::render (enum pass p)
188{
189 pass = p;
190
191 switch (pass)
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
203 //glEnable (GL_POLYGON_OFFSET_FILL);
204 //glPolygonOffset (0, 5);
205 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.);
207 glDepthFunc (GL_LESS);
208 glEnable (GL_DEPTH_TEST);
209 glColorMask (0, 0, 0, 0);
210 glDisable (GL_DEPTH_CLAMP_NV);
211
212 world.detect_visibility (*this);
213
214 break;
215
216 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET);
218 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0);
220 glDepthMask (0);
221 glEnable (GL_DEPTH_CLAMP_NV);
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;
246 }
247
248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
249 (*i)->display (*this);
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
100 ctx.drawn.clear (); 254 drawn.clear ();
101 255
102 glColorMask (1, 1, 1, 0); 256#if 0
257 if (pass == view::DEPTH)
258 {
259 glEnable (GL_DEPTH_CLAMP_NV);
103 glDepthMask (1); 260 glDepthMask (0);
104} 261 glDepthFunc (GL_LESS);
105 262
263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
264 {
265 begin_occ_query (**i);
266 (*i)->draw_bbox (*this);
267 end_occ_query ();
268 }
106 269
270 glDisable (GL_DEPTH_CLAMP_NV);
271 }
272#endif
273}
274
275

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