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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 1.86 by root, Mon Feb 7 08:51:18 2005 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 ())
82 { 104 {
83 vs = i->second; 105 vs = i->second;
84 106
85 if (vs->generation != ctx.generation) 107 if (vs->generation != ctx.generation)
86 { 108 {
87 if (vs->generation + 1 != ctx.generation) 109 if (ctx.generation - vs->generation > 2)
88 clear_visibility (vs); 110 clear_visibility (vs);
89 111
90 vs->generation = ctx.generation; 112 vs->generation = ctx.generation;
91 } 113 }
92 } 114 }
98{ 120{
99 renormalize (orig, p); 121 renormalize (orig, p);
100 122
101 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
102 124
103 glMatrixMode (GL_PROJECTION);
104 glLoadIdentity ();
105
106 GLdouble aspect = (GLdouble)w/h; 125 GLdouble aspect = (GLdouble)w/h;
107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); 126 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
108 GLdouble ymax = z_near * ftan; 127 GLdouble ymax = ftan;
109 GLdouble xmax = ymax * aspect; 128 GLdouble xmax = ymax * aspect;
110 129
130 matrix perspective;
131 {
132 matrix &m = perspective;
133
134 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
135 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
136 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
137 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
138
139 glLoadMatrixf (perspective);
140 }
111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); 141 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
142
143 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
112 144
113 perspfact = z_near / ymax * 0.5F * h; 145 perspfact = z_near / ymax * 0.5F * h;
114 146
147 matrix view;
148 {
149 matrix &m = view;
150
115 d = normalize (d);//D 151 d = normalize (d);//D
116 u = normalize (u);//D 152 u = normalize (u);//D
117 153
118 vec3 rz = -d; 154 vec3 rz = -d;
119 vec3 rx = cross (u, rz); 155 vec3 rx = cross (u, rz);
120 vec3 ry = cross (rz, rx); 156 vec3 ry = cross (rz, rx);
121 157
122 matrix &m = projection;
123 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 158 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; 159 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; 160 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; 161 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
127 162
128 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 163 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
164 diagfact = sqrtf (3.F);
165 }
166
129 //printf ("diagfact = %f\n", diagfact); 167 //printf ("diagfact = %f\n", diagfact);
130 diagfact = sqrtf (3.);//D WHY??? 168 //diagfact = sqrtf (3.);//D WHY???
169 //
170 view = view * matrix::translation (-p);
131 171
132 glMultMatrixf (m); 172 matrix projection = perspective * view;
133 glTranslatef (-p.x, -p.y, -p.z); 173
134 174 {
135 glGetFloatv (GL_PROJECTION_MATRIX, m); 175 matrix &m = projection;
136 176
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) ); 177 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) ); 178 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) ); 179 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) ); 180 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) );
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) ); 181 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) );
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) ); 182 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) );
183 }
143 184
185#if 0
144 { 186 {
145 GLdouble frustlen = z_far - z_near; 187 GLdouble frustlen = z_far - z_near;
146 GLdouble fheight = frustlen * ftan; 188 GLdouble fheight = frustlen * ftan;
147 GLdouble fwidth = fheight * w / h; 189 GLdouble fwidth = fheight * w / h;
148 point half (0, 0, z_near + frustlen * .5); 190 point half (0, 0, z_near + frustlen * .5);
149 point corner (fwidth, fheight, frustlen); 191 point corner (fwidth, fheight, frustlen);
150 192
151 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 193 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
152 } 194 }
195#endif
153 196
154 {
155 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
156
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 198 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
158 } 199
200 glMatrixMode (GL_PROJECTION);
201 glLoadMatrixf (projection);
159 202
160 glMatrixMode (GL_MODELVIEW); 203 glMatrixMode (GL_MODELVIEW);
161 glLoadIdentity (); 204 glLoadIdentity ();
162} 205}
163 206
164void view::begin () 207void view::begin ()
165{ 208{
166 generation++; 209 generation++;
167 210
168 vislist.clear (); 211 vislist.clear ();
212 postdepthlist.clear ();
169 213
170 z_near = max (nz_near, 1.F); 214 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F); 215 z_far = max (nz_far, 1E10F);//D
172 c_far = nc_far; 216 c_far = nc_far;
173 217
174 reset_projection (); 218 reset_projection ();
175 219
176 nz_near = 100.; 220 nz_near = 100.;
177 nc_far = nz_far = 1.F; 221 nc_far = nz_far = 1.F;
222
223 first_lighted = false;
178} 224}
179 225
180void view::end () 226void view::end ()
181{ 227{
182 vislist.clear (); 228 vislist.clear ();
183} 229}
184 230
185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 231#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
186 232
187void view::render (enum pass p) 233void view::render (pass_data &pass)
188{ 234{
189 pass = p; 235 this->pass = &pass;
190 236
237 stat1 = stat2 = 0; //D
238
191 switch (pass) 239 switch (pass.type)
192 { 240 {
193 case DEPTH: 241 case DEPTH:
194 glColorMask (1, 1, 1, 1); 242 glColorMask (1, 1, 1, 1);
195 glDepthMask (1); 243 glDepthMask (1);
244 glDisable (GL_BLEND);
196 245
197 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 246 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
247 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
198 248
199 //glEnable (GL_STENCIL_TEST); // for depth-passes 249 //glEnable (GL_STENCIL_TEST); // for depth-passes
200 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 250 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
201 //glStencilFunc (GL_LESS, 1, 255); 251 //glStencilFunc (GL_LESS, 1, 255);
202 252
203 //glEnable (GL_POLYGON_OFFSET_FILL); 253 //glEnable (GL_POLYGON_OFFSET_FILL);
204 //glPolygonOffset (0, 5); 254 //glPolygonOffset (0, 5);
255 glEnable (GL_CULL_FACE);
205 glDisable (GL_MINMAX); 256 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.); 257 glDepthRange (DEPTH_OFFSET, 1.);
207 glDepthFunc (GL_LESS); 258 glDepthFunc (GL_LESS);
208 glEnable (GL_DEPTH_TEST); 259 glEnable (GL_DEPTH_TEST);
209 glColorMask (0, 0, 0, 0); 260 glColorMask (0, 0, 0, 0);
210 glDisable (GL_DEPTH_CLAMP_NV);
211 261
212 world.detect_visibility (*this); 262 world.detect_visibility (*this);
263
264 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
265 (*i)->draw_depth (*this);
266
267 if (pass.type == DEPTH)
268 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
269 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
213 270
214 break; 271 break;
215 272
216 case POSTDEPTH: 273 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET); 274 glDepthRange (0., 1. - DEPTH_OFFSET);
218 glDepthFunc (GL_LESS); 275 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0); 276 glColorMask (0, 0, 0, 0);
220 glDepthMask (0); 277 glDepthMask (0);
278 glDisable (GL_STENCIL_TEST);
279 glDisable (GL_CULL_FACE);
280
221 glEnable (GL_DEPTH_CLAMP_NV); 281 glEnable (GL_DEPTH_CLAMP_NV);
222 glDisable (GL_STENCIL_TEST);
223 282
283 occ_query_material.enable (*this);
284
224 // check occlusion queries 285 // check occlusion queries
225 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 286 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
226 { 287 {
227 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 288 occ_query oq(*this, i->data, ::occ_query_result (i->id));
228 i->recv->event (oq); 289 i->recv->event (oq);
229 } 290 }
230 291
292 occ_query_material.disable (*this);
293
231 occ_queries.clear (); 294 occ_queries.clear ();
232 295
296 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
297 (*i)->draw_postdepth (*this);
298
299 glDisable (GL_DEPTH_CLAMP_NV);
300
301 first_lighted = true;
302
233 break; 303 break;
234 304
235 case LIGHTED: 305 case LIGHTED:
306 if (first_lighted)
307 glDisable (GL_BLEND);
308 else
309 {
310 glBlendFunc (GL_ONE, GL_ONE);
311 glEnable (GL_BLEND);
312 }
313
236 glClear (GL_STENCIL_BUFFER_BIT); 314 //glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST); 315 //glEnable (GL_STENCIL_TEST);
316 glEnable (GL_CULL_FACE);
238 glEnable (GL_MINMAX); 317 glEnable (GL_MINMAX);
239 glDepthRange (0., 1. - DEPTH_OFFSET); 318 glDepthRange (0., 1. - DEPTH_OFFSET);
240 glDepthFunc (GL_LESS); 319 glDepthFunc (GL_LESS);
241 glColorMask (1, 1, 1, 1); 320 glColorMask (1, 1, 1, 1);
242 glDepthMask (0); 321 glDepthMask (0);
243 glDisable (GL_DEPTH_CLAMP_NV); 322
323 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
324 (*i)->draw_lighted (*this);
325
326 first_lighted = false;
244 327
245 break; 328 break;
246 } 329 }
247 330
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
254 drawn.clear (); 331 drawn.clear ();
255
256#if 0
257 if (pass == view::DEPTH)
258 {
259 glEnable (GL_DEPTH_CLAMP_NV);
260 glDepthMask (0);
261 glDepthFunc (GL_LESS);
262
263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
264 {
265 begin_occ_query (**i);
266 (*i)->draw_bbox (*this);
267 end_occ_query ();
268 }
269
270 glDisable (GL_DEPTH_CLAMP_NV);
271 }
272#endif
273} 332}
274 333
334void light::enable (view &ctx)
335{
336 lightpos->set (p + (orig - ctx.orig));
337}
275 338
339void light::disable (view &ctx)
340{
341}
342
343void linear_light::vsh ()
344{
345 using namespace shader::compile;
346 temp_1f camdist;
347
348 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
349 camdist = max (1 - length (lightvec) / radius, 0);
350
351 fsh ();
352}
353
354void linear_light::fsh ()
355{
356 using namespace shader::compile;
357
358 sh_lightvec = lightvec;
359 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
360}
361
362

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