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Comparing libgender/view.C (file contents):
Revision 1.55 by root, Sun Oct 17 05:23:39 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"
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{
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{
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 ())
90 vs->generation = ctx.generation; 112 vs->generation = ctx.generation;
91 } 113 }
92 } 114 }
93 115
94 return vs; 116 return vs;
95
96} 117}
97 118
98void view::reset_projection () 119void view::reset_projection ()
99{ 120{
100 renormalize (orig, p); 121 renormalize (orig, p);
101 122
102 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
103 124
104 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);
105 glLoadIdentity (); 150 glLoadIdentity ();
106 151 matrix &m = projection;
107 GLdouble aspect = (GLdouble)w/h;
108 GLdouble ymax = z_near * tan (fov * (M_PI / 360.0));
109
110 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far);
111
112 perspfact = z_near / ymax * 0.5 * (GLdouble)h;
113 152
114 d = normalize (d);//D 153 d = normalize (d);//D
115 u = normalize (u);//D 154 u = normalize (u);//D
116 155
117 vec3 rz = -d; 156 vec3 rz = -d;
118 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
119 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
120 159
121 matrix &m = projection;
122 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;
123 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;
124 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;
125 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;
126 164
127 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 165 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
128 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
129 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
130 168
131 glMultMatrixf (m); 169 glMultMatrixf (m);
170
132 glTranslatef (-p.x, -p.y, -p.z); 171 glTranslatef (-p.x, -p.y, -p.z);
133 172
134 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
135 176
136 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) );
137 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) );
138 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) );
139 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) );
140 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) );
141 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) );
142 183
143 glMatrixMode (GL_MODELVIEW); 184#if 0
144 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 }
145} 201}
146 202
147void view::begin () 203void view::begin ()
148{ 204{
149 generation++; 205 generation++;
150 206
151 glColorMask (1, 1, 1, 1);
152 glDepthMask (1);
153 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
154
155 vislist.clear (); 207 vislist.clear ();
156 208
157 z_far = nz_far; 209 z_near = max (nz_near, 1.F);
210 z_far = max (nz_far, z_near * 2.F);
158 c_far = nc_far; 211 c_far = nc_far;
159 212
160 if (z_far < z_near)
161 z_far = z_near * 2.;
162
163 reset_projection (); 213 reset_projection ();
164 214
215 nz_near = 100.;
165 nc_far = nz_far = z_near + 1.F; 216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
166} 219}
167 220
168void view::end () 221void view::end ()
169{ 222{
170 vislist.clear (); 223 vislist.clear ();
171} 224}
172 225
173#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
174 227
175void view::pass (enum mode m) 228void view::render (pass_data &pass)
176{ 229{
177 mode = m; 230 this->pass = &pass;
178 231
179 glDisable (GL_ALPHA_TEST); 232 stat1 = stat2 = 0; //D
180 glDisable (GL_BLEND);
181 233
182 switch (mode) 234 switch (pass.type)
183 { 235 {
184 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
185 //glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
186 //glPolygonOffset (0, 5); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
187 glDisable (GL_MINMAX); 251 glDisable (GL_MINMAX);
188 glDepthRange (DEPTH_OFFSET, 1.); 252 glDepthRange (DEPTH_OFFSET, 1.);
189 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
190 glEnable (GL_DEPTH_TEST); 254 glEnable (GL_DEPTH_TEST);
191 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
192 glDepthMask (1); 256 glDisable (GL_DEPTH_CLAMP_NV);
193 257
194 world.depth_pass (*this); 258 world.detect_visibility (*this);
195 259
196 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
197 break; 267 break;
198 268
199 case POSTDEPTH: 269 case POSTDEPTH:
200 glEnable (GL_DEPTH_TEST);
201 glDepthRange (DEPTH_OFFSET, 1.); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
271 glDepthFunc (GL_LESS);
202 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
203 glDepthMask (0); 273 glDepthMask (0);
274 glEnable (GL_DEPTH_CLAMP_NV);
275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
204 277
278 occ_query_material.enable (*this);
279
205 // check occlusion queries 280 // check occlusion queries
206 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)
207 { 282 {
208 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
209 i->recv->event (oq); 284 i->recv->event (oq);
210 } 285 }
211 286
287 occ_query_material.disable (*this);
288
212 occ_queries.clear (); 289 occ_queries.clear ();
213 290
214 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
215 (*i)->display (*this); 292 (*i)->draw_postdepth (*this);
216 293
217 drawn.clear (); 294 first_lighted = true;
218 295
219 break; 296 break;
220 297
221 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);
222 glEnable (GL_MINMAX); 310 glEnable (GL_MINMAX);
223 glDepthRange (0., 1. - DEPTH_OFFSET); 311 glDepthRange (0., 1. - DEPTH_OFFSET);
224 glDepthFunc (GL_LESS); 312 glDepthFunc (GL_LESS);
225 glColorMask (1, 1, 1, 1); 313 glColorMask (1, 1, 1, 1);
226 glDepthMask (0); 314 glDepthMask (0);
315 glDisable (GL_DEPTH_CLAMP_NV);
227 316
228 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
229 (*i)->display (*this); 318 (*i)->draw_lighted (*this);
230 319
231 drawn.clear (); 320 first_lighted = false;
232 321
233 break; 322 break;
234 } 323 }
235 324
236#if 0 325 drawn.clear ();
237 if (mode == view::DEPTH)
238 {
239 glEnable (GL_DEPTH_CLAMP_NV);
240 glDepthMask (0);
241 glDepthFunc (GL_LESS);
242
243 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
244 {
245 begin_occ_query (**i);
246 (*i)->draw_bbox (*this);
247 end_occ_query ();
248 }
249
250 glDisable (GL_DEPTH_CLAMP_NV);
251 }
252#endif
253} 326}
254 327
328void light::enable ()
329{
330 lightpos->set (p);
331}
255 332
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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