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Comparing libgender/view.C (file contents):
Revision 1.65 by root, Sun Oct 24 16:06:56 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
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 ())
99 renormalize (orig, p); 121 renormalize (orig, p);
100 122
101 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
102 124
103 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);
104 glLoadIdentity (); 150 glLoadIdentity ();
105 151 matrix &m = projection;
106 GLdouble aspect = (GLdouble)w/h;
107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
108 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect;
110
111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
112
113 perspfact = z_near / ymax * 0.5F * h;
114 152
115 d = normalize (d);//D 153 d = normalize (d);//D
116 u = normalize (u);//D 154 u = normalize (u);//D
117 155
118 vec3 rz = -d; 156 vec3 rz = -d;
119 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
120 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
121 159
122 matrix &m = projection;
123 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;
124 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;
125 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;
126 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;
127 164
128 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); 165 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
129 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
130 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
131 168
132 glMultMatrixf (m); 169 glMultMatrixf (m);
170
133 glTranslatef (-p.x, -p.y, -p.z); 171 glTranslatef (-p.x, -p.y, -p.z);
134 172
135 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
136 176
137 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) );
138 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) );
139 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) );
140 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) );
141 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) );
142 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) );
143 183
184#if 0
144 { 185 {
145 GLdouble frustlen = z_far - z_near; 186 GLdouble frustlen = z_far - z_near;
146 GLdouble fheight = frustlen * ftan; 187 GLdouble fheight = frustlen * ftan;
147 GLdouble fwidth = fheight * w / h; 188 GLdouble fwidth = fheight * w / h;
148 point half (0, 0, z_near + frustlen * .5); 189 point half (0, 0, z_near + frustlen * .5);
149 point corner (fwidth, fheight, frustlen); 190 point corner (fwidth, fheight, frustlen);
150 191
151 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 192 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
152 } 193 }
194#endif
153 195
154 { 196 {
155 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
156 198
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 199 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
158 } 200 }
159
160 glMatrixMode (GL_MODELVIEW);
161 glLoadIdentity ();
162} 201}
163 202
164void view::begin () 203void view::begin ()
165{ 204{
166 generation++; 205 generation++;
173 212
174 reset_projection (); 213 reset_projection ();
175 214
176 nz_near = 100.; 215 nz_near = 100.;
177 nc_far = nz_far = 1.F; 216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
178} 219}
179 220
180void view::end () 221void view::end ()
181{ 222{
182 vislist.clear (); 223 vislist.clear ();
183} 224}
184 225
185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
186 227
187void view::render (enum pass p) 228void view::render (pass_data &pass)
188{ 229{
189 pass = p; 230 this->pass = &pass;
190 231
232 stat1 = stat2 = 0; //D
233
191 switch (pass) 234 switch (pass.type)
192 { 235 {
193 case DEPTH: 236 case DEPTH:
194 glColorMask (1, 1, 1, 1); 237 glColorMask (1, 1, 1, 1);
195 glDepthMask (1); 238 glDepthMask (1);
239 glDisable (GL_BLEND);
196 240
197 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 241 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
242 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
198 243
199 //glEnable (GL_STENCIL_TEST); // for depth-passes 244 //glEnable (GL_STENCIL_TEST); // for depth-passes
200 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 245 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
201 //glStencilFunc (GL_LESS, 1, 255); 246 //glStencilFunc (GL_LESS, 1, 255);
202 247
203 //glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
204 //glPolygonOffset (0, 5); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
205 glDisable (GL_MINMAX); 251 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.); 252 glDepthRange (DEPTH_OFFSET, 1.);
207 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
208 glEnable (GL_DEPTH_TEST); 254 glEnable (GL_DEPTH_TEST);
209 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
210 glDisable (GL_DEPTH_CLAMP_NV); 256 glDisable (GL_DEPTH_CLAMP_NV);
211 257
212 world.detect_visibility (*this); 258 world.detect_visibility (*this);
259
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
213 266
214 break; 267 break;
215 268
216 case POSTDEPTH: 269 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
218 glDepthFunc (GL_LESS); 271 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
220 glDepthMask (0); 273 glDepthMask (0);
221 glEnable (GL_DEPTH_CLAMP_NV); 274 glEnable (GL_DEPTH_CLAMP_NV);
222 glDisable (GL_STENCIL_TEST); 275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
223 277
278 occ_query_material.enable (*this);
279
224 // check occlusion queries 280 // check occlusion queries
225 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)
226 { 282 {
227 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
228 i->recv->event (oq); 284 i->recv->event (oq);
229 } 285 }
230 286
287 occ_query_material.disable (*this);
288
231 occ_queries.clear (); 289 occ_queries.clear ();
232 290
291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
292 (*i)->draw_postdepth (*this);
293
294 first_lighted = true;
295
233 break; 296 break;
234 297
235 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
236 glClear (GL_STENCIL_BUFFER_BIT); 307 //glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST); 308 //glEnable (GL_STENCIL_TEST);
309 glEnable (GL_CULL_FACE);
238 glEnable (GL_MINMAX); 310 glEnable (GL_MINMAX);
239 glDepthRange (0., 1. - DEPTH_OFFSET); 311 glDepthRange (0., 1. - DEPTH_OFFSET);
240 glDepthFunc (GL_LESS); 312 glDepthFunc (GL_LESS);
241 glColorMask (1, 1, 1, 1); 313 glColorMask (1, 1, 1, 1);
242 glDepthMask (0); 314 glDepthMask (0);
243 glDisable (GL_DEPTH_CLAMP_NV); 315 glDisable (GL_DEPTH_CLAMP_NV);
244 316
317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
318 (*i)->draw_lighted (*this);
319
320 first_lighted = false;
321
245 break; 322 break;
246 } 323 }
247 324
248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
249 (*i)->display (*this);
250
251 if (pass == LIGHTED)
252 printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D
253
254 drawn.clear (); 325 drawn.clear ();
255
256#if 0
257 if (pass == view::DEPTH)
258 {
259 glEnable (GL_DEPTH_CLAMP_NV);
260 glDepthMask (0);
261 glDepthFunc (GL_LESS);
262
263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
264 {
265 begin_occ_query (**i);
266 (*i)->draw_bbox (*this);
267 end_occ_query ();
268 }
269
270 glDisable (GL_DEPTH_CLAMP_NV);
271 }
272#endif
273} 326}
274 327
328void light::enable ()
329{
330 lightpos->set (p);
331}
275 332
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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