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Comparing libgender/view.C (file contents):
Revision 1.58 by root, Sun Oct 17 18:11:20 2004 UTC vs.
Revision 1.66 by root, Fri Oct 29 23:27:02 2004 UTC

17 { 17 {
18 id = *(occ_query_objects.end () - 1); 18 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back (); 19 occ_query_objects.pop_back ();
20 } 20 }
21 else 21 else
22 glGenQueriesARB (1, &id); 22 glGenQueries (1, &id);
23 23
24 glBeginQueryARB (GL_SAMPLES_PASSED, id); 24 glBeginQuery (GL_SAMPLES_PASSED, id);
25 return id; 25 return id;
26} 26}
27 27
28inline void end_occ_query () 28inline void end_occ_query ()
29{ 29{
30 glEndQueryARB (GL_SAMPLES_PASSED); 30 glEndQuery (GL_SAMPLES_PASSED);
31} 31}
32 32
33static GLuint occ_query_result (GLuint id) 33static GLuint occ_query_result (GLuint id)
34{ 34{
35 GLuint count; 35 GLuint count;
36 36
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 37 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id); 38 occ_query_objects.push_back (id);
39 39
40 return count; 40 return count;
41} 41}
42 42
43view::view () 43view::view ()
44: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
45{ 45{
46} 46}
47 47
48view::~view () 48view::~view ()
49{ 49{
90 vs->generation = ctx.generation; 90 vs->generation = ctx.generation;
91 } 91 }
92 } 92 }
93 93
94 return vs; 94 return vs;
95
96} 95}
97 96
98void view::reset_projection () 97void view::reset_projection ()
99{ 98{
100 renormalize (orig, p); 99 renormalize (orig, p);
103 102
104 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
105 glLoadIdentity (); 104 glLoadIdentity ();
106 105
107 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
108 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;
109 110
110 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
111 112
112 perspfact = z_near / ymax * 0.5 * (GLdouble)h; 113 perspfact = z_near / ymax * 0.5F * h;
113 114
114 d = normalize (d);//D 115 d = normalize (d);//D
115 u = normalize (u);//D 116 u = normalize (u);//D
116 117
117 vec3 rz = -d; 118 vec3 rz = -d;
128 //printf ("diagfact = %f\n", diagfact); 129 //printf ("diagfact = %f\n", diagfact);
129 diagfact = sqrtf (3.);//D WHY??? 130 diagfact = sqrtf (3.);//D WHY???
130 131
131 glMultMatrixf (m); 132 glMultMatrixf (m);
132 glTranslatef (-p.x, -p.y, -p.z); 133 glTranslatef (-p.x, -p.y, -p.z);
133 134
134 glGetFloatv (GL_PROJECTION_MATRIX, m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
135 136
136 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) );
137 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) );
138 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) );
139 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) );
140 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) );
141 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) );
142 143
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
143 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
144 glLoadIdentity (); 161 glLoadIdentity ();
145} 162}
146 163
147void view::begin () 164void view::begin ()
148{ 165{
149 generation++; 166 generation++;
150 167
151 glColorMask (1, 1, 1, 1);
152 glDepthMask (1);
153 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
154
155 vislist.clear (); 168 vislist.clear ();
156 169
157 z_far = nz_far; 170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
158 c_far = nc_far; 172 c_far = nc_far;
159 173
160 if (z_far < z_near)
161 z_far = z_near * 2.;
162
163 reset_projection (); 174 reset_projection ();
164 175
176 nz_near = 100.;
165 nc_far = nz_far = z_near + 1.F; 177 nc_far = nz_far = 1.F;
166} 178}
167 179
168void view::end () 180void view::end ()
169{ 181{
170 vislist.clear (); 182 vislist.clear ();
177 pass = p; 189 pass = p;
178 190
179 switch (pass) 191 switch (pass)
180 { 192 {
181 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
182 //glEnable (GL_POLYGON_OFFSET_FILL); 203 //glEnable (GL_POLYGON_OFFSET_FILL);
183 //glPolygonOffset (0, 5); 204 //glPolygonOffset (0, 5);
184 glDisable (GL_MINMAX); 205 glDisable (GL_MINMAX);
185 glDepthRange (DEPTH_OFFSET, 1.); 206 glDepthRange (DEPTH_OFFSET, 1.);
186 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
187 glEnable (GL_DEPTH_TEST); 208 glEnable (GL_DEPTH_TEST);
188 glColorMask (0, 0, 0, 0); 209 glColorMask (0, 0, 0, 0);
189 glDepthMask (1); 210 glDisable (GL_DEPTH_CLAMP_NV);
190 211
191 world.depth_pass (*this); 212 world.detect_visibility (*this);
192 213
193 printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D
194 break; 214 break;
195 215
196 case POSTDEPTH: 216 case POSTDEPTH:
197 glDepthRange (DEPTH_OFFSET, 1.); 217 glDepthRange (0., 1. - DEPTH_OFFSET);
198 glDepthFunc (GL_LESS); 218 glDepthFunc (GL_LESS);
199 glColorMask (0, 0, 0, 0); 219 glColorMask (0, 0, 0, 0);
200 glDepthMask (0); 220 glDepthMask (0);
221 glEnable (GL_DEPTH_CLAMP_NV);
222 glDisable (GL_STENCIL_TEST);
201 223
202 // check occlusion queries 224 // check occlusion queries
203 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)
204 { 226 {
205 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 227 occ_query oq(*this, i->data, ::occ_query_result (i->id));
206 i->recv->event (oq); 228 i->recv->event (oq);
207 } 229 }
208 230
209 occ_queries.clear (); 231 occ_queries.clear ();
210 232
211 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
212 (*i)->display (*this);
213
214 break; 233 break;
215 234
216 case LIGHTED: 235 case LIGHTED:
236 glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST);
217 glEnable (GL_MINMAX); 238 glEnable (GL_MINMAX);
218 glDepthRange (0., 1. - DEPTH_OFFSET); 239 glDepthRange (0., 1. - DEPTH_OFFSET);
219 glDepthFunc (GL_LESS); 240 glDepthFunc (GL_LESS);
220 glColorMask (1, 1, 1, 1); 241 glColorMask (1, 1, 1, 1);
221 glDepthMask (0); 242 glDepthMask (0);
222 243 glDisable (GL_DEPTH_CLAMP_NV);
223 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
224 (*i)->display (*this);
225 244
226 break; 245 break;
227 } 246 }
228 247
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
229 drawn.clear (); 254 drawn.clear ();
230 255
231#if 0 256#if 0
232 if (pass == view::DEPTH) 257 if (pass == view::DEPTH)
233 { 258 {

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