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4 | |
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5 | #include "view.h" |
5 | #include "view.h" |
6 | #include "oct.h" |
6 | #include "oct.h" |
7 | |
7 | |
8 | using namespace gl; |
8 | using namespace gl; |
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9 | |
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10 | pass pass_depth (0); |
9 | |
11 | |
10 | vector<GLuint> occ_query_objects; |
12 | vector<GLuint> occ_query_objects; |
11 | |
13 | |
12 | static GLuint begin_occ_query () |
14 | static GLuint begin_occ_query () |
13 | { |
15 | { |
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106 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble aspect = (GLdouble)w/h; |
107 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
108 | GLdouble ymax = z_near * ftan; |
110 | GLdouble ymax = z_near * ftan; |
109 | GLdouble xmax = ymax * aspect; |
111 | GLdouble xmax = ymax * aspect; |
110 | |
112 | |
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113 | matrix perspective; |
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114 | #if 1 |
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115 | { |
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116 | matrix &m = perspective; |
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117 | |
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118 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
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119 | m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
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120 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0; |
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121 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; |
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122 | |
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123 | glLoadMatrixf (perspective); |
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124 | } |
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125 | #else |
111 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
126 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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127 | #endif |
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128 | |
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129 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
112 | |
130 | |
113 | perspfact = z_near / ymax * 0.5F * h; |
131 | perspfact = z_near / ymax * 0.5F * h; |
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132 | |
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133 | glMatrixMode (GL_MODELVIEW); |
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134 | glLoadIdentity (); |
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135 | matrix &m = projection; |
114 | |
136 | |
115 | d = normalize (d);//D |
137 | d = normalize (d);//D |
116 | u = normalize (u);//D |
138 | u = normalize (u);//D |
117 | |
139 | |
118 | vec3 rz = -d; |
140 | vec3 rz = -d; |
119 | vec3 rx = cross (u, rz); |
141 | vec3 rx = cross (u, rz); |
120 | vec3 ry = cross (rz, rx); |
142 | vec3 ry = cross (rz, rx); |
121 | |
143 | |
122 | matrix &m = projection; |
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123 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
144 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
124 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
145 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
125 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
146 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
126 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
147 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
127 | |
148 | |
128 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
149 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
129 | //printf ("diagfact = %f\n", diagfact); |
150 | //printf ("diagfact = %f\n", diagfact); |
130 | diagfact = sqrtf (3.);//D WHY??? |
151 | diagfact = sqrtf (3.);//D WHY??? |
131 | |
152 | |
132 | glMultMatrixf (m); |
153 | glMultMatrixf (m); |
133 | glTranslatef (-p.x, -p.y, -p.z); |
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134 | |
154 | |
135 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
155 | glGetFloatv (GL_MODELVIEW_MATRIX, m); |
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156 | |
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157 | m = perspective * m; |
136 | |
158 | |
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) ); |
159 | 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) ); |
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) ); |
160 | 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) ); |
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) ); |
161 | 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) ); |
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) ); |
162 | 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) ); |
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155 | GLdouble depth = h / ftan; |
177 | GLdouble depth = h / ftan; |
156 | |
178 | |
157 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
179 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
158 | } |
180 | } |
159 | |
181 | |
160 | glMatrixMode (GL_MODELVIEW); |
182 | glTranslatef (-p.x, -p.y, -p.z); |
161 | glLoadIdentity (); |
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162 | } |
183 | } |
163 | |
184 | |
164 | void view::begin () |
185 | void view::begin () |
165 | { |
186 | { |
166 | generation++; |
187 | generation++; |
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182 | vislist.clear (); |
203 | vislist.clear (); |
183 | } |
204 | } |
184 | |
205 | |
185 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
206 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
186 | |
207 | |
187 | void view::render (enum pass p) |
208 | void view::render (enum pass_type p, pass &data) |
188 | { |
209 | { |
189 | pass = p; |
210 | pass_type = p; |
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211 | pass_data = &data; |
190 | |
212 | |
191 | switch (pass) |
213 | switch (pass_type) |
192 | { |
214 | { |
193 | case DEPTH: |
215 | case DEPTH: |
194 | glColorMask (1, 1, 1, 1); |
216 | glColorMask (1, 1, 1, 1); |
195 | glDepthMask (1); |
217 | glDepthMask (1); |
196 | |
218 | |
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246 | } |
268 | } |
247 | |
269 | |
248 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
270 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
249 | (*i)->display (*this); |
271 | (*i)->display (*this); |
250 | |
272 | |
251 | if (pass == LIGHTED) |
273 | if (pass_type == DEPTH) |
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 |
274 | 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 | |
275 | |
254 | drawn.clear (); |
276 | drawn.clear (); |
255 | |
277 | |
256 | #if 0 |
278 | #if 0 |
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270 | glDisable (GL_DEPTH_CLAMP_NV); |
292 | glDisable (GL_DEPTH_CLAMP_NV); |
271 | } |
293 | } |
272 | #endif |
294 | #endif |
273 | } |
295 | } |
274 | |
296 | |
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297 | void light::enable () |
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298 | { |
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299 | lightpos->set (p); |
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300 | } |
275 | |
301 | |
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302 | void light::disable () |
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303 | { |
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304 | } |
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305 | |
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306 | static shader::varying_1f camdist; |
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307 | static shader::varying_3f lightvec; |
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308 | |
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309 | void linear_light::vsh () |
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310 | { |
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311 | using namespace shader::compile; |
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312 | |
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313 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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314 | camdist = max (1 - length (lightvec) / radius, 0); |
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315 | |
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316 | fsh (); |
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317 | } |
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318 | |
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319 | void linear_light::fsh () |
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320 | { |
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321 | using namespace shader::compile; |
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322 | |
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323 | sh_lightvec = lightvec; |
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324 | sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
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325 | } |
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326 | |
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327 | |