… | |
… | |
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 | |
28 | inline void end_occ_query () |
28 | inline void end_occ_query () |
29 | { |
29 | { |
30 | glEndQueryARB (GL_SAMPLES_PASSED); |
30 | glEndQuery (GL_SAMPLES_PASSED); |
31 | } |
31 | } |
32 | |
32 | |
33 | static GLuint occ_query_result (GLuint id) |
33 | static 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 | |
43 | view::view () |
43 | view::view () |
44 | : gamma(1.0) |
44 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
45 | { |
45 | { |
46 | } |
46 | } |
47 | |
47 | |
48 | view::~view () |
48 | view::~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 | |
98 | void view::reset_projection () |
97 | void 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 | |
147 | void view::begin () |
164 | void 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 | |
168 | void view::end () |
180 | void 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 | { |