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Comparing libgender/view.C (file contents):
Revision 1.41 by root, Sat Oct 9 23:20:09 2004 UTC vs.
Revision 1.79 by root, Wed Nov 10 01:57:16 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#define GL_GLEXT_PROTOTYPES 3#include "opengl.h"
4#include <GL/gl.h>
5#include <GL/glext.h>
6 4
7#include "view.h" 5#include "view.h"
8#include "oct.h" 6#include "oct.h"
7#include "material.h"
8
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{
17 { 21 {
18 id = *(occ_query_objects.end () - 1); 22 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back (); 23 occ_query_objects.pop_back ();
20 } 24 }
21 else 25 else
22 glGenQueriesARB (1, &id); 26 glGenQueries (1, &id);
23 27
24 glBeginQueryARB (GL_SAMPLES_PASSED, id); 28 glBeginQuery (GL_SAMPLES_PASSED, id);
25 return id; 29 return id;
26} 30}
27 31
28inline void end_occ_query () 32inline void end_occ_query ()
29{ 33{
30 glEndQueryARB (GL_SAMPLES_PASSED); 34 glEndQuery (GL_SAMPLES_PASSED);
31} 35}
32 36
33static GLuint occ_query_result (GLuint id) 37static GLuint occ_query_result (GLuint id)
34{ 38{
35 GLuint count; 39 GLuint count;
36 40
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 41 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id); 42 occ_query_objects.push_back (id);
39 43
40 return count; 44 return count;
41} 45}
42 46
43view::view () 47view::view ()
44: gamma(1.0) 48: gamma(1.0), nz_near (1.F), nz_far (2.F)
45{ 49{
46} 50}
47 51
48view::~view () 52view::~view ()
49{ 53{
50} 54}
51 55
52void view::begin_occ_query (recv_occ_query &recv) 56void view::begin_occ_query (recv_occ_query &recv, void *id)
53{ 57{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); 58 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
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 ())
66 88
67 drawn.insert (e); 89 drawn.insert (e);
68 return true; 90 return true;
69} 91}
70 92
93visibility_base *visible::get_visibility (view &ctx)
94{
95 view::visibility_map::iterator i = ctx.vismap.find (this);
96 visibility_base *vs;
97
98 if (i == ctx.vismap.end ())
99 {
100 vs = new_visibility ();
101 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
102 }
103 else
104 {
105 vs = i->second;
106
107 if (vs->generation != ctx.generation)
108 {
109 if (vs->generation + 1 != ctx.generation)
110 clear_visibility (vs);
111
112 vs->generation = ctx.generation;
113 }
114 }
115
116 return vs;
117}
118
71void view::reset_projection () 119void view::reset_projection ()
72{ 120{
73 //renormalize (orig, p); 121 renormalize (orig, p);
74 122
75 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
76 124
77 glMatrixMode (GL_PROJECTION); 125 glMatrixMode (GL_PROJECTION);
126
127 GLdouble aspect = (GLdouble)w/h;
128 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
129 GLdouble ymax = ftan;
130 GLdouble xmax = ymax * aspect;
131
132 matrix perspective;
133 {
134 matrix &m = perspective;
135
136 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
137 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
138 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1;
139 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
140
141 glLoadMatrixf (perspective);
142 }
143 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
144
145 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
146
147 perspfact = z_near / ymax * 0.5F * h;
148
149 glMatrixMode (GL_MODELVIEW);
78 glLoadIdentity (); 150 glLoadIdentity ();
79 151 matrix &m = projection;
80 GLdouble aspect = (GLdouble)w/h;
81 GLdouble ymax = near * tan (fov * (M_PI / 360.0));
82
83 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far);
84 152
85 d = normalize (d);//D 153 d = normalize (d);//D
86 u = normalize (u);//D 154 u = normalize (u);//D
87 155
88 vec3 rz = -d; 156 vec3 rz = -d;
89 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
90 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
91 159
92 matrix &m = projection;
93 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 160 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
94 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 161 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
95 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 162 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
96 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 163 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
97 164
98 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 165 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
166 //printf ("diagfact = %f\n", diagfact);
99 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
100 //printf ("diagfact = %f\n", diagfact);
101 168
102 glMultMatrixf (m); 169 glMultMatrixf (m);
170
103 glTranslatef (-p.x, -p.y, -p.z); 171 glTranslatef (-p.x, -p.y, -p.z);
104 172
105 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
106 176
107 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) );
108 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) );
109 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) );
110 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) );
111 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) );
112 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) );
113 183
114 glMatrixMode (GL_MODELVIEW); 184#if 0
115 glLoadIdentity (); 185 {
186 GLdouble frustlen = z_far - z_near;
187 GLdouble fheight = frustlen * ftan;
188 GLdouble fwidth = fheight * w / h;
189 point half (0, 0, z_near + frustlen * .5);
190 point corner (fwidth, fheight, frustlen);
191
192 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
193 }
194#endif
195
196 {
197 GLdouble depth = h / ftan;
198
199 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
200 }
116} 201}
117 202
118void view::begin () 203void view::begin ()
119{ 204{
120 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 205 generation++;
121 glDepthRange (0, 1. - (1. / pow (2., 16.)));
122 206
123 vislist.clear (); 207 vislist.clear ();
124 208
125 generation++; 209 z_near = max (nz_near, 1.F);
210 z_far = max (nz_far, z_near * 2.F);
211 c_far = nc_far;
126 212
127 reset_projection (); 213 reset_projection ();
128 214
215 nz_near = 100.;
216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
219}
220
221void view::end ()
222{
129 farlist.clear (); 223 vislist.clear ();
224}
130 225
131 // check occlusion queries 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
132 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 227
228void view::render (pass_data &pass)
229{
230 this->pass = &pass;
231
232 stat1 = stat2 = 0; //D
233
234 switch (pass.type)
133 { 235 {
134 occ_query oq(*this, i->second, occ_query_result (i->second)); 236 case DEPTH:
135 i->first->event (oq); 237 glColorMask (1, 1, 1, 1);
136 } 238 glDepthMask (1);
137
138 occ_queries.clear ();
139
140 nextfar = near + 1.F;
141 world.detect_visibility (*this);
142 printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar,
143 frustum.r.n.x,
144 frustum.r.n.y,
145 frustum.r.n.z,
146 frustum.r.d
147 );//D
148 far = nextfar;
149
150 reset_projection ();
151}
152
153void view::end ()
154{
155 vislist.clear ();
156}
157
158void view::pass (enum mode m)
159{
160 mode = m;
161
162 glDisable (GL_ALPHA_TEST);
163 glDisable (GL_BLEND); 239 glDisable (GL_BLEND);
164 240
165 if (mode == view::DEPTH) 241 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
166 { 242 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
243
244 //glEnable (GL_STENCIL_TEST); // for depth-passes
245 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
246 //glStencilFunc (GL_LESS, 1, 255);
247
167 glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
168 glPolygonOffset (0, 1); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
251 glDisable (GL_MINMAX);
252 glDepthRange (DEPTH_OFFSET, 1.);
169 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
170 glDisable (GL_LIGHTING); 254 glEnable (GL_DEPTH_TEST);
171 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
172 cgGLDisableProfile (vsh_profile);// z-fighting?? 256 glDisable (GL_DEPTH_CLAMP_NV);
173 cgGLDisableProfile (fsh_profile); 257
174 } 258 world.detect_visibility (*this);
175 else 259
176 { 260 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
177 glEnable (GL_MINMAX); 261 (*i)->draw_depth (*this);
178 glDisable (GL_POLYGON_OFFSET_FILL); 262
263 if (pass.type == DEPTH)
264 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
265 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
266
267 break;
268
269 case POSTDEPTH:
270 glDepthRange (0., 1. - DEPTH_OFFSET);
179 glDepthFunc (GL_LESS); 271 glDepthFunc (GL_LESS);
272 glColorMask (0, 0, 0, 0);
180 glDepthMask (1); 273 glDepthMask (0);
181 cgGLEnableProfile (vsh_profile); 274 glEnable (GL_DEPTH_CLAMP_NV);
182 cgGLEnableProfile (fsh_profile); 275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
277
278 occ_query_material.enable (*this);
279
280 // check occlusion queries
281 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
282 {
283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
284 i->recv->event (oq);
285 }
286
287 occ_query_material.disable (*this);
288
289 occ_queries.clear ();
290
291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
292 (*i)->draw_postdepth (*this);
293
294 first_lighted = true;
295
296 break;
297
298 case LIGHTED:
299 if (first_lighted)
300 glDisable (GL_BLEND);
301 else
302 {
303 glBlendFunc (GL_ONE, GL_ONE);
304 glEnable (GL_BLEND);
305 }
306
307 //glClear (GL_STENCIL_BUFFER_BIT);
308 //glEnable (GL_STENCIL_TEST);
309 glEnable (GL_CULL_FACE);
310 glEnable (GL_MINMAX);
311 glDepthRange (0., 1. - DEPTH_OFFSET);
312 glDepthFunc (GL_LESS);
313 glColorMask (1, 1, 1, 1);
314 glDepthMask (0);
315 glDisable (GL_DEPTH_CLAMP_NV);
316
317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
318 (*i)->draw_lighted (*this);
319
320 first_lighted = false;
321
322 break;
183 } 323 }
184 324
185 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
186 {
187 visibility_state &vs = vismap[*i];
188 bool oq = (vs.visibility == visibility_state::PARTIAL
189 || vs.visibility == visibility_state::FULL)
190 && (vs.last + 1. < timer.now)
191 && (mode == LIGHTED);
192
193 if (oq)
194 begin_occ_query (**i);
195
196 (*i)->display (*this);
197
198 if (oq)
199 end_occ_query ();
200
201 }
202
203 drawn.clear (); 325 drawn.clear ();
204
205 if (mode == view::DEPTH)
206 {
207 glEnable (GL_DEPTH_CLAMP_NV);
208 glDepthFunc (GL_LESS);
209 if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL);
210 glDisable (GL_LIGHTING);
211 cgGLDisableProfile (vsh_profile);
212 cgGLDisableProfile (fsh_profile);
213 //glShadeModel (GL_FLAT);
214
215#if 0
216 static int count; count++;
217 if (farlist.size ())
218 printf ("%d: size %d\n", count, farlist.size ());
219#endif
220
221 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
222 {
223 if (mode == view::DEPTH) begin_occ_query (**i);
224 if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0);
225 (*i)->draw_bbox (*this);
226 if (mode == view::DEPTH) end_occ_query ();
227 }
228
229 glEnable (GL_DEPTH_TEST);
230 glDisable (GL_DEPTH_CLAMP_NV);
231 //glShadeModel (GL_SMOOTH);
232 }
233
234 glColorMask (1, 1, 1, 0);
235 glDepthMask (1);
236
237} 326}
238 327
328void light::enable ()
329{
330 lightpos->set (p);
331}
239 332
333void light::disable ()
334{
335}
336
337static shader::varying_1f camdist;
338static shader::varying_3f lightvec;
339
340void linear_light::vsh ()
341{
342 using namespace shader::compile;
343
344 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
345 camdist = max (1 - length (lightvec) / radius, 0);
346
347 fsh ();
348}
349
350void linear_light::fsh ()
351{
352 using namespace shader::compile;
353
354 sh_lightvec = lightvec;
355 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
356}
357
358

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