… | |
… | |
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 | |
8 | using namespace gl; |
9 | using namespace gl; |
|
|
10 | |
|
|
11 | pass_data pass_depth (0, DEPTH); |
|
|
12 | pass_data pass_postdepth (0, POSTDEPTH); |
9 | |
13 | |
10 | vector<GLuint> occ_query_objects; |
14 | vector<GLuint> occ_query_objects; |
11 | |
15 | |
12 | static GLuint begin_occ_query () |
16 | static 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 | |
28 | inline void end_occ_query () |
32 | inline void end_occ_query () |
29 | { |
33 | { |
30 | glEndQueryARB (GL_SAMPLES_PASSED); |
34 | glEndQuery (GL_SAMPLES_PASSED); |
31 | } |
35 | } |
32 | |
36 | |
33 | static GLuint occ_query_result (GLuint id) |
37 | static 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 | |
43 | view::view () |
47 | view::view () |
44 | : gamma(1.0) |
48 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
45 | { |
49 | { |
46 | } |
50 | } |
47 | |
51 | |
48 | view::~view () |
52 | view::~view () |
49 | { |
53 | { |
… | |
… | |
55 | } |
59 | } |
56 | |
60 | |
57 | void view::end_occ_query () |
61 | void view::end_occ_query () |
58 | { |
62 | { |
59 | ::end_occ_query (); |
63 | ::end_occ_query (); |
|
|
64 | } |
|
|
65 | |
|
|
66 | struct occ_query_material : material |
|
|
67 | { |
|
|
68 | void vsh (view &ctx); |
|
|
69 | void fsh (view &ctx); |
|
|
70 | }; |
|
|
71 | |
|
|
72 | static struct occ_query_material occ_query_material; |
|
|
73 | |
|
|
74 | void occ_query_material::vsh (view &ctx) |
|
|
75 | { |
|
|
76 | std_vsh (); |
|
|
77 | } |
|
|
78 | |
|
|
79 | void occ_query_material::fsh (view &ctx) |
|
|
80 | { |
|
|
81 | // nop |
60 | } |
82 | } |
61 | |
83 | |
62 | bool view::may_draw (const entity *e) |
84 | bool 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 | |
98 | void view::reset_projection () |
119 | void 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 | |
147 | void view::begin () |
203 | void 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 | |
168 | void view::end () |
221 | void 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 | |
175 | void view::render (enum pass p) |
228 | void view::render (pass_data &pass) |
176 | { |
229 | { |
177 | pass = p; |
230 | this->pass = &pass; |
178 | |
231 | |
179 | glDisable (GL_ALPHA_TEST); |
232 | stat1 = stat2 = 0; //D |
180 | glDisable (GL_BLEND); |
|
|
181 | |
233 | |
182 | switch (pass) |
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); |
|
|
293 | |
|
|
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); |
|
|
319 | |
|
|
320 | first_lighted = false; |
228 | |
321 | |
229 | break; |
322 | break; |
230 | } |
323 | } |
231 | |
324 | |
232 | drawn.clear (); |
325 | drawn.clear (); |
233 | |
|
|
234 | #if 0 |
|
|
235 | if (pass == 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 | |
|
|
328 | void light::enable () |
|
|
329 | { |
|
|
330 | lightpos->set (p); |
|
|
331 | } |
253 | |
332 | |
|
|
333 | void light::disable () |
|
|
334 | { |
|
|
335 | } |
|
|
336 | |
|
|
337 | static shader::varying_1f camdist; |
|
|
338 | static shader::varying_3f lightvec; |
|
|
339 | |
|
|
340 | void 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 | |
|
|
350 | void 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 | |