--- libgender/view.C 2004/10/04 23:44:54 1.6 +++ libgender/view.C 2004/11/10 01:57:16 1.79 @@ -1,18 +1,87 @@ #include -#include "oct.h" +#include "opengl.h" + #include "view.h" +#include "oct.h" +#include "material.h" + +using namespace gl; + +pass_data pass_depth (0, DEPTH); +pass_data pass_postdepth (0, POSTDEPTH); + +vector occ_query_objects; + +static GLuint begin_occ_query () +{ + GLuint id; + + if (occ_query_objects.size ()) + { + id = *(occ_query_objects.end () - 1); + occ_query_objects.pop_back (); + } + else + glGenQueries (1, &id); + + glBeginQuery (GL_SAMPLES_PASSED, id); + return id; +} + +inline void end_occ_query () +{ + glEndQuery (GL_SAMPLES_PASSED); +} + +static GLuint occ_query_result (GLuint id) +{ + GLuint count; + + glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); + occ_query_objects.push_back (id); + + return count; +} + +view::view () +: gamma(1.0), nz_near (1.F), nz_far (2.F) +{ +} + +view::~view () +{ +} + +void view::begin_occ_query (recv_occ_query &recv, void *id) +{ + occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); +} + +void view::end_occ_query () +{ + ::end_occ_query (); +} + +struct occ_query_material : material +{ + void vsh (view &ctx); + void fsh (view &ctx); +}; -draw_context::draw_context (view &v) -: v(v), l(0), mode(LIGHTED) +static struct occ_query_material occ_query_material; + +void occ_query_material::vsh (view &ctx) { + std_vsh (); } -draw_context::~draw_context () +void occ_query_material::fsh (view &ctx) { + // nop } -bool draw_context::may_draw (entity_base *e) +bool view::may_draw (const entity *e) { if (drawn.find (e) != drawn.end ()) return false; @@ -21,77 +90,269 @@ return true; } -void view::draw (draw_context &ctx) +visibility_base *visible::get_visibility (view &ctx) { - // check occlusion queries here - - ctx.generation++; - - renormalize (orig, p); + view::visibility_map::iterator i = ctx.vismap.find (this); + visibility_base *vs; - if (ctx.mode == draw_context::DEPTH) + if (i == ctx.vismap.end ()) { - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (0, 1); - glDepthFunc (GL_LESS); - glDisable (GL_LIGHTING); - glColorMask (0, 0, 0, 0); + vs = new_visibility (); + ctx.vismap.insert (view::visibility_map::value_type (this, vs)); } else { - glDisable (GL_POLYGON_OFFSET_FILL); - glDrawBuffer (GL_BACK); - glDepthFunc (GL_LEQUAL); - glEnable (GL_LIGHTING); - glDepthMask (0); + vs = i->second; + + if (vs->generation != ctx.generation) + { + if (vs->generation + 1 != ctx.generation) + clear_visibility (vs); + + vs->generation = ctx.generation; + } } - + + return vs; +} + +void view::reset_projection () +{ + renormalize (orig, p); + glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); - glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; - GLdouble zNear = 0.1; - GLdouble zFar = 50.; + GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); + GLdouble ymax = ftan; + GLdouble xmax = ymax * aspect; + + matrix perspective; + { + matrix &m = perspective; + + m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; + m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; + m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1; + m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; + + glLoadMatrixf (perspective); + } + //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); + + glGetFloatv (GL_PROJECTION_MATRIX, perspective); - GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); - glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); + perspfact = z_near / ymax * 0.5F * h; + + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + matrix &m = projection; d = normalize (d);//D u = normalize (u);//D + vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - gl_matrix &m = ctx.projection; - m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; - m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; - m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; + m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; + m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; + m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; - glMultMatrixf ((GLfloat *)m.data); + diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); + //printf ("diagfact = %f\n", diagfact); + diagfact = sqrtf (3.);//D WHY??? - //glTranslatef (-p.x, -p.y, -p.z); + glMultMatrixf (m); + + glTranslatef (-p.x, -p.y, -p.z); - glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); + glGetFloatv (GL_MODELVIEW_MATRIX, m); - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); - ctx.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) ); + m = perspective * m; - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + 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) ); + 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) ); + 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) ); + 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) ); + 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) ); + 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) ); + +#if 0 + { + GLdouble frustlen = z_far - z_near; + GLdouble fheight = frustlen * ftan; + GLdouble fwidth = fheight * w / h; + point half (0, 0, z_near + frustlen * .5); + point corner (fwidth, fheight, frustlen); + + frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); + } +#endif + + { + GLdouble depth = h / ftan; + + frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); + } +} + +void view::begin () +{ + generation++; + + vislist.clear (); + + z_near = max (nz_near, 1.F); + z_far = max (nz_far, z_near * 2.F); + c_far = nc_far; + + reset_projection (); + + nz_near = 100.; + nc_far = nz_far = 1.F; + + first_lighted = false; +} + +void view::end () +{ + vislist.clear (); +} - world.draw (ctx); +#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) - ctx.drawn.clear (); +void view::render (pass_data &pass) +{ + this->pass = &pass; + + stat1 = stat2 = 0; //D + + switch (pass.type) + { + case DEPTH: + glColorMask (1, 1, 1, 1); + glDepthMask (1); + glDisable (GL_BLEND); + + //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + //glEnable (GL_STENCIL_TEST); // for depth-passes + //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); + //glStencilFunc (GL_LESS, 1, 255); + + //glEnable (GL_POLYGON_OFFSET_FILL); + //glPolygonOffset (0, 5); + glEnable (GL_CULL_FACE); + glDisable (GL_MINMAX); + glDepthRange (DEPTH_OFFSET, 1.); + glDepthFunc (GL_LESS); + glEnable (GL_DEPTH_TEST); + glColorMask (0, 0, 0, 0); + glDisable (GL_DEPTH_CLAMP_NV); + + world.detect_visibility (*this); + + for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) + (*i)->draw_depth (*this); + + if (pass.type == DEPTH) + printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n", + timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D + + break; + + case POSTDEPTH: + glDepthRange (0., 1. - DEPTH_OFFSET); + glDepthFunc (GL_LESS); + glColorMask (0, 0, 0, 0); + glDepthMask (0); + glEnable (GL_DEPTH_CLAMP_NV); + glDisable (GL_STENCIL_TEST); + glDisable (GL_CULL_FACE); + + occ_query_material.enable (*this); + + // check occlusion queries + for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) + { + occ_query oq(*this, i->data, ::occ_query_result (i->id)); + i->recv->event (oq); + } + + occ_query_material.disable (*this); + + occ_queries.clear (); + + for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) + (*i)->draw_postdepth (*this); + + first_lighted = true; + + break; + + case LIGHTED: + if (first_lighted) + glDisable (GL_BLEND); + else + { + glBlendFunc (GL_ONE, GL_ONE); + glEnable (GL_BLEND); + } + + //glClear (GL_STENCIL_BUFFER_BIT); + //glEnable (GL_STENCIL_TEST); + glEnable (GL_CULL_FACE); + glEnable (GL_MINMAX); + glDepthRange (0., 1. - DEPTH_OFFSET); + glDepthFunc (GL_LESS); + glColorMask (1, 1, 1, 1); + glDepthMask (0); + glDisable (GL_DEPTH_CLAMP_NV); + + for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) + (*i)->draw_lighted (*this); + + first_lighted = false; + + break; + } + + drawn.clear (); +} + +void light::enable () +{ + lightpos->set (p); +} + +void light::disable () +{ +} + +static shader::varying_1f camdist; +static shader::varying_3f lightvec; + +void linear_light::vsh () +{ + using namespace shader::compile; + + lightvec = xyz (lightpos - model_view_matrix * vin.vertex); + camdist = max (1 - length (lightvec) / radius, 0); + + fsh (); +} + +void linear_light::fsh () +{ + using namespace shader::compile; - glColorMask (1, 1, 1, 0); - glDepthMask (1); + sh_lightvec = lightvec; + sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F)); }