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Comparing libgender/view.C (file contents):
Revision 1.54 by root, Sat Oct 16 23:28:22 2004 UTC vs.
Revision 1.66 by root, Fri Oct 29 23:27:02 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;
15 { 17 {
16 id = *(occ_query_objects.end () - 1); 18 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back (); 19 occ_query_objects.pop_back ();
18 } 20 }
19 else 21 else
20 glGenQueriesARB (1, &id); 22 glGenQueries (1, &id);
21 23
22 glBeginQueryARB (GL_SAMPLES_PASSED, id); 24 glBeginQuery (GL_SAMPLES_PASSED, id);
23 return id; 25 return id;
24} 26}
25 27
26inline void end_occ_query () 28inline void end_occ_query ()
27{ 29{
28 glEndQueryARB (GL_SAMPLES_PASSED); 30 glEndQuery (GL_SAMPLES_PASSED);
29} 31}
30 32
31static GLuint occ_query_result (GLuint id) 33static GLuint occ_query_result (GLuint id)
32{ 34{
33 GLuint count; 35 GLuint count;
34 36
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 37 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id); 38 occ_query_objects.push_back (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{
88 vs->generation = ctx.generation; 90 vs->generation = ctx.generation;
89 } 91 }
90 } 92 }
91 93
92 return vs; 94 return vs;
93
94} 95}
95 96
96void view::reset_projection () 97void view::reset_projection ()
97{ 98{
98 renormalize (orig, p); 99 renormalize (orig, p);
101 102
102 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
103 glLoadIdentity (); 104 glLoadIdentity ();
104 105
105 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
106 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;
107 110
108 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
109 112
110 perspfact = z_near / ymax * 0.5 * (GLdouble)h; 113 perspfact = z_near / ymax * 0.5F * h;
111 114
112 d = normalize (d);//D 115 d = normalize (d);//D
113 u = normalize (u);//D 116 u = normalize (u);//D
114 117
115 vec3 rz = -d; 118 vec3 rz = -d;
126 //printf ("diagfact = %f\n", diagfact); 129 //printf ("diagfact = %f\n", diagfact);
127 diagfact = sqrtf (3.);//D WHY??? 130 diagfact = sqrtf (3.);//D WHY???
128 131
129 glMultMatrixf (m); 132 glMultMatrixf (m);
130 glTranslatef (-p.x, -p.y, -p.z); 133 glTranslatef (-p.x, -p.y, -p.z);
131 134
132 glGetFloatv (GL_PROJECTION_MATRIX, m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
133 136
134 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) );
135 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) );
136 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) );
137 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) );
138 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) );
139 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) );
140 143
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
141 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
142 glLoadIdentity (); 161 glLoadIdentity ();
143} 162}
144 163
145void view::begin () 164void view::begin ()
146{ 165{
147 generation++; 166 generation++;
148 167
149 glColorMask (1, 1, 1, 1);
150 glDepthMask (1);
151 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
152
153 vislist.clear (); 168 vislist.clear ();
154 169
155 z_far = nz_far; 170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
156 c_far = nc_far; 172 c_far = nc_far;
157 173
158 if (z_far < z_near)
159 z_far = z_near * 2.;
160
161 reset_projection (); 174 reset_projection ();
162 175
176 nz_near = 100.;
163 nc_far = nz_far = z_near + 1.F; 177 nc_far = nz_far = 1.F;
164} 178}
165 179
166void view::end () 180void view::end ()
167{ 181{
168 vislist.clear (); 182 vislist.clear ();
169} 183}
170 184
171#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
172 186
173void view::pass (enum mode m) 187void view::render (enum pass p)
174{ 188{
175 mode = m; 189 pass = p;
176 190
177 glDisable (GL_ALPHA_TEST); 191 switch (pass)
178 glDisable (GL_BLEND);
179
180 switch (mode)
181 { 192 {
182 case DEPTH: 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
183 //glEnable (GL_POLYGON_OFFSET_FILL); 203 //glEnable (GL_POLYGON_OFFSET_FILL);
184 //glPolygonOffset (0, 5); 204 //glPolygonOffset (0, 5);
185 glDisable (GL_MINMAX); 205 glDisable (GL_MINMAX);
186 glDepthRange (DEPTH_OFFSET, 1.); 206 glDepthRange (DEPTH_OFFSET, 1.);
187 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
188 glEnable (GL_DEPTH_TEST); 208 glEnable (GL_DEPTH_TEST);
189 glColorMask (0, 0, 0, 0); 209 glColorMask (0, 0, 0, 0);
190 glDepthMask (1); 210 glDisable (GL_DEPTH_CLAMP_NV);
191 211
192 world.depth_pass (*this); 212 world.detect_visibility (*this);
193 213
194 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D
195 break; 214 break;
196 215
197 case POSTDEPTH: 216 case POSTDEPTH:
198 glEnable (GL_DEPTH_TEST);
199 glDepthRange (DEPTH_OFFSET, 1.); 217 glDepthRange (0., 1. - DEPTH_OFFSET);
218 glDepthFunc (GL_LESS);
200 glColorMask (0, 0, 0, 0); 219 glColorMask (0, 0, 0, 0);
201 glDepthMask (0); 220 glDepthMask (0);
221 glEnable (GL_DEPTH_CLAMP_NV);
222 glDisable (GL_STENCIL_TEST);
202 223
203 // check occlusion queries 224 // check occlusion queries
204 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 225 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
205 { 226 {
206 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 227 occ_query oq(*this, i->data, ::occ_query_result (i->id));
207 i->recv->event (oq); 228 i->recv->event (oq);
208 } 229 }
209 230
210 occ_queries.clear (); 231 occ_queries.clear ();
211 232
212 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
213 (*i)->display (*this);
214
215 drawn.clear ();
216
217 break; 233 break;
218 234
219 case LIGHTED: 235 case LIGHTED:
236 glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST);
220 glEnable (GL_MINMAX); 238 glEnable (GL_MINMAX);
221 glDepthRange (0., 1. - DEPTH_OFFSET); 239 glDepthRange (0., 1. - DEPTH_OFFSET);
222 glDepthFunc (GL_LESS); 240 glDepthFunc (GL_LESS);
223 glColorMask (1, 1, 1, 1); 241 glColorMask (1, 1, 1, 1);
224 glDepthMask (0); 242 glDepthMask (0);
225 243 glDisable (GL_DEPTH_CLAMP_NV);
226 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
227 (*i)->display (*this);
228
229 drawn.clear ();
230 244
231 break; 245 break;
232 } 246 }
233 247
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
254 drawn.clear ();
255
234#if 0 256#if 0
235 if (mode == view::DEPTH) 257 if (pass == view::DEPTH)
236 { 258 {
237 glEnable (GL_DEPTH_CLAMP_NV); 259 glEnable (GL_DEPTH_CLAMP_NV);
238 glDepthMask (0); 260 glDepthMask (0);
239 glDepthFunc (GL_LESS); 261 glDepthFunc (GL_LESS);
240 262

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