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Comparing libgender/view.C (file contents):
Revision 1.54 by root, Sat Oct 16 23:28:22 2004 UTC vs.
Revision 1.79 by root, Wed Nov 10 01:57:16 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"
8
9using namespace gl;
10
11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
7 13
8vector<GLuint> occ_query_objects; 14vector<GLuint> occ_query_objects;
9 15
10static GLuint begin_occ_query () 16static GLuint begin_occ_query ()
11{ 17{
15 { 21 {
16 id = *(occ_query_objects.end () - 1); 22 id = *(occ_query_objects.end () - 1);
17 occ_query_objects.pop_back (); 23 occ_query_objects.pop_back ();
18 } 24 }
19 else 25 else
20 glGenQueriesARB (1, &id); 26 glGenQueries (1, &id);
21 27
22 glBeginQueryARB (GL_SAMPLES_PASSED, id); 28 glBeginQuery (GL_SAMPLES_PASSED, id);
23 return id; 29 return id;
24} 30}
25 31
26inline void end_occ_query () 32inline void end_occ_query ()
27{ 33{
28 glEndQueryARB (GL_SAMPLES_PASSED); 34 glEndQuery (GL_SAMPLES_PASSED);
29} 35}
30 36
31static GLuint occ_query_result (GLuint id) 37static GLuint occ_query_result (GLuint id)
32{ 38{
33 GLuint count; 39 GLuint count;
34 40
35 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 41 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
36 occ_query_objects.push_back (id); 42 occ_query_objects.push_back (id);
37 43
38 return count; 44 return count;
39} 45}
40 46
41view::view () 47view::view ()
42: gamma(1.0) 48: gamma(1.0), nz_near (1.F), nz_far (2.F)
43{ 49{
44} 50}
45 51
46view::~view () 52view::~view ()
47{ 53{
53} 59}
54 60
55void view::end_occ_query () 61void view::end_occ_query ()
56{ 62{
57 ::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
58} 82}
59 83
60bool view::may_draw (const entity *e) 84bool view::may_draw (const entity *e)
61{ 85{
62 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
88 vs->generation = ctx.generation; 112 vs->generation = ctx.generation;
89 } 113 }
90 } 114 }
91 115
92 return vs; 116 return vs;
93
94} 117}
95 118
96void view::reset_projection () 119void view::reset_projection ()
97{ 120{
98 renormalize (orig, p); 121 renormalize (orig, p);
99 122
100 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
101 124
102 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);
103 glLoadIdentity (); 150 glLoadIdentity ();
104 151 matrix &m = projection;
105 GLdouble aspect = (GLdouble)w/h;
106 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
107
108 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
109
110 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
111 152
112 d = normalize (d);//D 153 d = normalize (d);//D
113 u = normalize (u);//D 154 u = normalize (u);//D
114 155
115 vec3 rz = -d; 156 vec3 rz = -d;
116 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
117 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
118 159
119 matrix &m = projection;
120 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;
121 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;
122 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;
123 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;
124 164
125 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 165 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
126 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
127 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
128 168
129 glMultMatrixf (m); 169 glMultMatrixf (m);
170
130 glTranslatef (-p.x, -p.y, -p.z); 171 glTranslatef (-p.x, -p.y, -p.z);
131 172
132 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
133 176
134 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) );
135 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) );
136 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) );
137 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) );
138 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) );
139 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) );
140 183
141 glMatrixMode (GL_MODELVIEW); 184#if 0
142 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 }
143} 201}
144 202
145void view::begin () 203void view::begin ()
146{ 204{
147 generation++; 205 generation++;
148 206
149 glColorMask (1, 1, 1, 1);
150 glDepthMask (1);
151 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
152
153 vislist.clear (); 207 vislist.clear ();
154 208
155 z_far = nz_far; 209 z_near = max (nz_near, 1.F);
210 z_far = max (nz_far, z_near * 2.F);
156 c_far = nc_far; 211 c_far = nc_far;
157 212
158 if (z_far < z_near)
159 z_far = z_near * 2.;
160
161 reset_projection (); 213 reset_projection ();
162 214
215 nz_near = 100.;
163 nc_far = nz_far = z_near + 1.F; 216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
164} 219}
165 220
166void view::end () 221void view::end ()
167{ 222{
168 vislist.clear (); 223 vislist.clear ();
169} 224}
170 225
171#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
172 227
173void view::pass (enum mode m) 228void view::render (pass_data &pass)
174{ 229{
175 mode = m; 230 this->pass = &pass;
176 231
177 glDisable (GL_ALPHA_TEST); 232 stat1 = stat2 = 0; //D
178 glDisable (GL_BLEND);
179 233
180 switch (mode) 234 switch (pass.type)
181 { 235 {
182 case DEPTH: 236 case DEPTH:
237 glColorMask (1, 1, 1, 1);
238 glDepthMask (1);
239 glDisable (GL_BLEND);
240
241 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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
183 //glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
184 //glPolygonOffset (0, 5); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
185 glDisable (GL_MINMAX); 251 glDisable (GL_MINMAX);
186 glDepthRange (DEPTH_OFFSET, 1.); 252 glDepthRange (DEPTH_OFFSET, 1.);
187 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
188 glEnable (GL_DEPTH_TEST); 254 glEnable (GL_DEPTH_TEST);
189 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
190 glDepthMask (1); 256 glDisable (GL_DEPTH_CLAMP_NV);
191 257
192 world.depth_pass (*this); 258 world.detect_visibility (*this);
193 259
194 printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D 260 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
261 (*i)->draw_depth (*this);
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
195 break; 267 break;
196 268
197 case POSTDEPTH: 269 case POSTDEPTH:
198 glEnable (GL_DEPTH_TEST);
199 glDepthRange (DEPTH_OFFSET, 1.); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
271 glDepthFunc (GL_LESS);
200 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
201 glDepthMask (0); 273 glDepthMask (0);
274 glEnable (GL_DEPTH_CLAMP_NV);
275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
202 277
278 occ_query_material.enable (*this);
279
203 // check occlusion queries 280 // check occlusion queries
204 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) 281 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
205 { 282 {
206 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
207 i->recv->event (oq); 284 i->recv->event (oq);
208 } 285 }
209 286
287 occ_query_material.disable (*this);
288
210 occ_queries.clear (); 289 occ_queries.clear ();
211 290
212 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
213 (*i)->display (*this); 292 (*i)->draw_postdepth (*this);
214 293
215 drawn.clear (); 294 first_lighted = true;
216 295
217 break; 296 break;
218 297
219 case LIGHTED: 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);
220 glEnable (GL_MINMAX); 310 glEnable (GL_MINMAX);
221 glDepthRange (0., 1. - DEPTH_OFFSET); 311 glDepthRange (0., 1. - DEPTH_OFFSET);
222 glDepthFunc (GL_LESS); 312 glDepthFunc (GL_LESS);
223 glColorMask (1, 1, 1, 1); 313 glColorMask (1, 1, 1, 1);
224 glDepthMask (0); 314 glDepthMask (0);
315 glDisable (GL_DEPTH_CLAMP_NV);
225 316
226 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
227 (*i)->display (*this); 318 (*i)->draw_lighted (*this);
228 319
229 drawn.clear (); 320 first_lighted = false;
230 321
231 break; 322 break;
232 } 323 }
233 324
234#if 0 325 drawn.clear ();
235 if (mode == view::DEPTH)
236 {
237 glEnable (GL_DEPTH_CLAMP_NV);
238 glDepthMask (0);
239 glDepthFunc (GL_LESS);
240
241 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
242 {
243 begin_occ_query (**i);
244 (*i)->draw_bbox (*this);
245 end_occ_query ();
246 }
247
248 glDisable (GL_DEPTH_CLAMP_NV);
249 }
250#endif
251} 326}
252 327
328void light::enable ()
329{
330 lightpos->set (p);
331}
253 332
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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