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Comparing libgender/view.C (file contents):
Revision 1.66 by root, Fri Oct 29 23:27:02 2004 UTC vs.
Revision 1.76 by root, Sun Nov 7 03:28:20 2004 UTC

2 2
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#include "material.h"
7 8
8using namespace gl; 9using namespace gl;
10
11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
9 13
10vector<GLuint> occ_query_objects; 14vector<GLuint> occ_query_objects;
11 15
12static GLuint begin_occ_query () 16static GLuint begin_occ_query ()
13{ 17{
55} 59}
56 60
57void view::end_occ_query () 61void view::end_occ_query ()
58{ 62{
59 ::end_occ_query (); 63 ::end_occ_query ();
64}
65
66struct occ_query_material : material
67{
68 void vsh (view &ctx);
69 void fsh (view &ctx);
70};
71
72static struct occ_query_material occ_query_material;
73
74void occ_query_material::vsh (view &ctx)
75{
76 std_vsh ();
77}
78
79void occ_query_material::fsh (view &ctx)
80{
81 // nop
60} 82}
61 83
62bool view::may_draw (const entity *e) 84bool view::may_draw (const entity *e)
63{ 85{
64 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
106 GLdouble aspect = (GLdouble)w/h; 128 GLdouble aspect = (GLdouble)w/h;
107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); 129 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
108 GLdouble ymax = z_near * ftan; 130 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect; 131 GLdouble xmax = ymax * aspect;
110 132
133 matrix perspective;
134#if 1
135 {
136 matrix &m = perspective;
137
138 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
139 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
140 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1;
141 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
142
143 glLoadMatrixf (perspective);
144 }
145#else
111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); 146 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
147#endif
148
149 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
112 150
113 perspfact = z_near / ymax * 0.5F * h; 151 perspfact = z_near / ymax * 0.5F * h;
152
153 glMatrixMode (GL_MODELVIEW);
154 glLoadIdentity ();
155 matrix &m = projection;
114 156
115 d = normalize (d);//D 157 d = normalize (d);//D
116 u = normalize (u);//D 158 u = normalize (u);//D
117 159
118 vec3 rz = -d; 160 vec3 rz = -d;
119 vec3 rx = cross (u, rz); 161 vec3 rx = cross (u, rz);
120 vec3 ry = cross (rz, rx); 162 vec3 ry = cross (rz, rx);
121 163
122 matrix &m = projection;
123 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 164 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; 165 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; 166 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; 167 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
127 168
128 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 169 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
129 //printf ("diagfact = %f\n", diagfact); 170 //printf ("diagfact = %f\n", diagfact);
130 diagfact = sqrtf (3.);//D WHY??? 171 diagfact = sqrtf (3.);//D WHY???
131 172
132 glMultMatrixf (m); 173 glMultMatrixf (m);
133 glTranslatef (-p.x, -p.y, -p.z);
134 174
135 glGetFloatv (GL_PROJECTION_MATRIX, m); 175 glGetFloatv (GL_MODELVIEW_MATRIX, m);
176
177 m = perspective * m;
136 178
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) ); 179 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) ); 180 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) ); 181 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) ); 182 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) );
155 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
156 198
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 199 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
158 } 200 }
159 201
160 glMatrixMode (GL_MODELVIEW); 202 glTranslatef (-p.x, -p.y, -p.z);
161 glLoadIdentity ();
162} 203}
163 204
164void view::begin () 205void view::begin ()
165{ 206{
166 generation++; 207 generation++;
182 vislist.clear (); 223 vislist.clear ();
183} 224}
184 225
185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
186 227
187void view::render (enum pass p) 228void view::render (pass_data &pass)
188{ 229{
189 pass = p; 230 this->pass = &pass;
190 231
191 switch (pass) 232 switch (pass.type)
192 { 233 {
193 case DEPTH: 234 case DEPTH:
194 glColorMask (1, 1, 1, 1); 235 glColorMask (1, 1, 1, 1);
195 glDepthMask (1); 236 glDepthMask (1);
237 glDisable (GL_BLEND);
196 238
197 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 239 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
240 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
198 241
199 //glEnable (GL_STENCIL_TEST); // for depth-passes 242 //glEnable (GL_STENCIL_TEST); // for depth-passes
200 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 243 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
201 //glStencilFunc (GL_LESS, 1, 255); 244 //glStencilFunc (GL_LESS, 1, 255);
202 245
203 //glEnable (GL_POLYGON_OFFSET_FILL); 246 //glEnable (GL_POLYGON_OFFSET_FILL);
204 //glPolygonOffset (0, 5); 247 //glPolygonOffset (0, 5);
248 glEnable (GL_CULL_FACE);
205 glDisable (GL_MINMAX); 249 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.); 250 glDepthRange (DEPTH_OFFSET, 1.);
207 glDepthFunc (GL_LESS); 251 glDepthFunc (GL_LESS);
208 glEnable (GL_DEPTH_TEST); 252 glEnable (GL_DEPTH_TEST);
209 glColorMask (0, 0, 0, 0); 253 glColorMask (0, 0, 0, 0);
218 glDepthFunc (GL_LESS); 262 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0); 263 glColorMask (0, 0, 0, 0);
220 glDepthMask (0); 264 glDepthMask (0);
221 glEnable (GL_DEPTH_CLAMP_NV); 265 glEnable (GL_DEPTH_CLAMP_NV);
222 glDisable (GL_STENCIL_TEST); 266 glDisable (GL_STENCIL_TEST);
267 glDisable (GL_CULL_FACE);
223 268
269 occ_query_material.enable (*this);
270
224 // check occlusion queries 271 // check occlusion queries
225 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 272 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
226 { 273 {
227 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 274 occ_query oq(*this, i->data, ::occ_query_result (i->id));
228 i->recv->event (oq); 275 i->recv->event (oq);
229 } 276 }
230 277
278 occ_query_material.disable (*this);
279
231 occ_queries.clear (); 280 occ_queries.clear ();
232 281
233 break; 282 break;
234 283
235 case LIGHTED: 284 case LIGHTED:
285 glEnable (GL_CULL_FACE);
286 //glEnable (GL_BLEND);//TODO, only when not first lighted pass
287 glBlendFunc (GL_ONE, GL_ONE);
236 glClear (GL_STENCIL_BUFFER_BIT); 288 //glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST); 289 //glEnable (GL_STENCIL_TEST);
238 glEnable (GL_MINMAX); 290 glEnable (GL_MINMAX);
239 glDepthRange (0., 1. - DEPTH_OFFSET); 291 glDepthRange (0., 1. - DEPTH_OFFSET);
240 glDepthFunc (GL_LESS); 292 glDepthFunc (GL_LESS);
241 glColorMask (1, 1, 1, 1); 293 glColorMask (1, 1, 1, 1);
246 } 298 }
247 299
248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 300 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
249 (*i)->display (*this); 301 (*i)->display (*this);
250 302
251 if (pass == LIGHTED) 303 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 304 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
253 305
254 drawn.clear (); 306 drawn.clear ();
255 307
256#if 0 308#if 0
270 glDisable (GL_DEPTH_CLAMP_NV); 322 glDisable (GL_DEPTH_CLAMP_NV);
271 } 323 }
272#endif 324#endif
273} 325}
274 326
327void light::enable ()
328{
329 lightpos->set (p);
330}
275 331
332void light::disable ()
333{
334}
335
336static shader::varying_1f camdist;
337static shader::varying_3f lightvec;
338
339void linear_light::vsh ()
340{
341 using namespace shader::compile;
342
343 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
344 camdist = max (1 - length (lightvec) / radius, 0);
345
346 fsh ();
347}
348
349void linear_light::fsh ()
350{
351 using namespace shader::compile;
352
353 sh_lightvec = lightvec;
354 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
355}
356
357

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