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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 | |
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8 | using namespace gl; |
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9 | |
8 | vector<GLuint> occ_query_objects; |
10 | vector<GLuint> occ_query_objects; |
9 | |
11 | |
10 | static GLuint begin_occ_query () |
12 | static GLuint begin_occ_query () |
11 | { |
13 | { |
12 | GLuint id; |
14 | GLuint id; |
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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 | |
26 | inline void end_occ_query () |
28 | inline void end_occ_query () |
27 | { |
29 | { |
28 | glEndQueryARB (GL_SAMPLES_PASSED); |
30 | glEndQuery (GL_SAMPLES_PASSED); |
29 | } |
31 | } |
30 | |
32 | |
31 | static GLuint occ_query_result (GLuint id) |
33 | static 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 | |
41 | view::view () |
43 | view::view () |
42 | : gamma(1.0) |
44 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
43 | { |
45 | { |
44 | } |
46 | } |
45 | |
47 | |
46 | view::~view () |
48 | view::~view () |
47 | { |
49 | { |
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88 | vs->generation = ctx.generation; |
90 | vs->generation = ctx.generation; |
89 | } |
91 | } |
90 | } |
92 | } |
91 | |
93 | |
92 | return vs; |
94 | return vs; |
93 | |
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94 | } |
95 | } |
95 | |
96 | |
96 | void view::reset_projection () |
97 | void view::reset_projection () |
97 | { |
98 | { |
98 | renormalize (orig, p); |
99 | renormalize (orig, p); |
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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.)); |
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108 | GLdouble ymax = z_near * ftan; |
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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; |
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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 | |
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144 | { |
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145 | GLdouble frustlen = z_far - z_near; |
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146 | GLdouble fheight = frustlen * ftan; |
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147 | GLdouble fwidth = fheight * w / h; |
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148 | point half (0, 0, z_near + frustlen * .5); |
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149 | point corner (fwidth, fheight, frustlen); |
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150 | |
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151 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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152 | } |
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153 | |
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154 | { |
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155 | GLdouble depth = h / ftan; |
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156 | |
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157 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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158 | } |
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159 | |
141 | glMatrixMode (GL_MODELVIEW); |
160 | glMatrixMode (GL_MODELVIEW); |
142 | glLoadIdentity (); |
161 | glLoadIdentity (); |
143 | } |
162 | } |
144 | |
163 | |
145 | void view::begin () |
164 | void view::begin () |
146 | { |
165 | { |
147 | generation++; |
166 | generation++; |
148 | |
167 | |
149 | glColorMask (1, 1, 1, 1); |
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150 | glDepthMask (1); |
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151 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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152 | |
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153 | vislist.clear (); |
168 | vislist.clear (); |
154 | |
169 | |
155 | z_far = nz_far; |
170 | z_near = max (nz_near, 1.F); |
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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) |
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159 | z_far = z_near * 2.; |
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160 | |
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161 | reset_projection (); |
174 | reset_projection (); |
162 | |
175 | |
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176 | nz_near = 100.; |
163 | nc_far = nz_far = z_near + 1.F; |
177 | nc_far = nz_far = 1.F; |
164 | } |
178 | } |
165 | |
179 | |
166 | void view::end () |
180 | void 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 | |
173 | void view::pass (enum mode m) |
187 | void 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); |
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179 | |
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180 | switch (mode) |
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181 | { |
192 | { |
182 | case DEPTH: |
193 | case DEPTH: |
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194 | glColorMask (1, 1, 1, 1); |
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195 | glDepthMask (1); |
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196 | |
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197 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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198 | |
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199 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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200 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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201 | //glStencilFunc (GL_LESS, 1, 255); |
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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 |
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195 | break; |
214 | break; |
196 | |
215 | |
197 | case POSTDEPTH: |
216 | case POSTDEPTH: |
198 | glEnable (GL_DEPTH_TEST); |
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199 | glDepthRange (DEPTH_OFFSET, 1.); |
217 | glDepthRange (0., 1. - DEPTH_OFFSET); |
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218 | glDepthFunc (GL_LESS); |
200 | glColorMask (0, 0, 0, 0); |
219 | glColorMask (0, 0, 0, 0); |
201 | glDepthMask (0); |
220 | glDepthMask (0); |
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221 | glEnable (GL_DEPTH_CLAMP_NV); |
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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) |
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213 | (*i)->display (*this); |
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214 | |
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215 | drawn.clear (); |
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216 | |
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217 | break; |
233 | break; |
218 | |
234 | |
219 | case LIGHTED: |
235 | case LIGHTED: |
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236 | glClear (GL_STENCIL_BUFFER_BIT); |
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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) |
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227 | (*i)->display (*this); |
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228 | |
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229 | drawn.clear (); |
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230 | |
244 | |
231 | break; |
245 | break; |
232 | } |
246 | } |
233 | |
247 | |
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248 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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249 | (*i)->display (*this); |
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250 | |
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251 | if (pass == LIGHTED) |
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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 |
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253 | |
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254 | drawn.clear (); |
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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 | |