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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" |
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7 | #include "material.h" |
7 | |
8 | |
8 | using namespace gl; |
9 | using namespace gl; |
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10 | |
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11 | pass_data pass_depth (0, DEPTH); |
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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 | { |
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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 (); |
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64 | } |
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65 | |
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66 | struct occ_query_material : material |
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67 | { |
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68 | void vsh (view &ctx); |
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69 | void fsh (view &ctx); |
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70 | }; |
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71 | |
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72 | static struct occ_query_material occ_query_material; |
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73 | |
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74 | void occ_query_material::vsh (view &ctx) |
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75 | { |
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76 | std_vsh (); |
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77 | } |
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78 | |
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79 | void occ_query_material::fsh (view &ctx) |
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80 | { |
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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 ()) |
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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); |
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126 | |
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127 | GLdouble aspect = (GLdouble)w/h; |
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128 | GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
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129 | GLdouble ymax = ftan; |
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130 | GLdouble xmax = ymax * aspect; |
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131 | |
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132 | matrix perspective; |
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133 | { |
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134 | matrix &m = perspective; |
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135 | |
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136 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
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137 | m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
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138 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1; |
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139 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; |
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140 | |
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141 | glLoadMatrixf (perspective); |
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142 | } |
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143 | //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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144 | |
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145 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
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146 | |
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147 | perspfact = z_near / ymax * 0.5F * h; |
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148 | |
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149 | glMatrixMode (GL_MODELVIEW); |
104 | glLoadIdentity (); |
150 | glLoadIdentity (); |
105 | |
151 | matrix &m = projection; |
106 | GLdouble aspect = (GLdouble)w/h; |
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107 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
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108 | GLdouble ymax = z_near * ftan; |
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109 | GLdouble xmax = ymax * aspect; |
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110 | |
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111 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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112 | |
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113 | perspfact = z_near / ymax * 0.5F * h; |
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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; |
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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 | |
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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); |
133 | |
170 | |
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171 | glTranslatef (-p.x, -p.y, -p.z); |
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172 | |
134 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
173 | glGetFloatv (GL_MODELVIEW_MATRIX, m); |
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174 | |
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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 | |
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184 | #if 0 |
143 | { |
185 | { |
144 | GLdouble frustlen = z_far - z_near; |
186 | GLdouble frustlen = z_far - z_near; |
145 | GLdouble fheight = frustlen * ftan; |
187 | GLdouble fheight = frustlen * ftan; |
146 | GLdouble fwidth = fheight * w / h; |
188 | GLdouble fwidth = fheight * w / h; |
147 | point half (0, 0, z_near + frustlen * .5); |
189 | point half (0, 0, z_near + frustlen * .5); |
148 | point corner (fwidth, fheight, frustlen); |
190 | point corner (fwidth, fheight, frustlen); |
149 | |
191 | |
150 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
192 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
151 | } |
193 | } |
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194 | #endif |
152 | |
195 | |
153 | { |
196 | { |
154 | GLdouble depth = h / ftan; |
197 | GLdouble depth = h / ftan; |
155 | |
198 | |
156 | 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)); |
157 | } |
200 | } |
158 | |
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159 | glMatrixMode (GL_MODELVIEW); |
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160 | glLoadIdentity (); |
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161 | glTranslatef (-p.x, -p.y, -p.z); |
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162 | } |
201 | } |
163 | |
202 | |
164 | void view::begin () |
203 | void view::begin () |
165 | { |
204 | { |
166 | generation++; |
205 | generation++; |
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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; |
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217 | |
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218 | first_lighted = false; |
178 | } |
219 | } |
179 | |
220 | |
180 | void view::end () |
221 | void 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 | |
187 | void view::render (enum pass p) |
228 | void view::render (pass_data &pass) |
188 | { |
229 | { |
189 | pass = p; |
230 | this->pass = &pass; |
190 | |
231 | |
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232 | stat1 = stat2 = 0; //D |
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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); |
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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); |
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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); |
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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); |
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259 | |
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260 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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261 | (*i)->draw_depth (*this); |
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262 | |
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263 | if (pass.type == DEPTH) |
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264 | printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n", |
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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); |
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276 | glDisable (GL_CULL_FACE); |
223 | |
277 | |
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278 | occ_query_material.enable (*this); |
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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 | |
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287 | occ_query_material.disable (*this); |
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288 | |
231 | occ_queries.clear (); |
289 | occ_queries.clear (); |
232 | |
290 | |
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291 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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292 | (*i)->draw_postdepth (*this); |
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293 | |
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294 | first_lighted = true; |
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295 | |
233 | break; |
296 | break; |
234 | |
297 | |
235 | case LIGHTED: |
298 | case LIGHTED: |
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299 | if (first_lighted) |
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300 | glDisable (GL_BLEND); |
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301 | else |
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302 | { |
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303 | glBlendFunc (GL_ONE, GL_ONE); |
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304 | glEnable (GL_BLEND); |
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305 | } |
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306 | |
236 | glClear (GL_STENCIL_BUFFER_BIT); |
307 | //glClear (GL_STENCIL_BUFFER_BIT); |
237 | //glEnable (GL_STENCIL_TEST); |
308 | //glEnable (GL_STENCIL_TEST); |
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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 | |
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317 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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318 | (*i)->draw_lighted (*this); |
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319 | |
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320 | first_lighted = false; |
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321 | |
245 | break; |
322 | break; |
246 | } |
323 | } |
247 | |
324 | |
248 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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249 | (*i)->display (*this); |
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250 | |
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251 | if (pass == LIGHTED) |
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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 |
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253 | |
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254 | drawn.clear (); |
325 | drawn.clear (); |
255 | |
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256 | #if 0 |
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257 | if (pass == view::DEPTH) |
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258 | { |
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259 | glEnable (GL_DEPTH_CLAMP_NV); |
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260 | glDepthMask (0); |
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261 | glDepthFunc (GL_LESS); |
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262 | |
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263 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
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264 | { |
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265 | begin_occ_query (**i); |
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266 | (*i)->draw_bbox (*this); |
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267 | end_occ_query (); |
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268 | } |
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269 | |
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270 | glDisable (GL_DEPTH_CLAMP_NV); |
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271 | } |
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272 | #endif |
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273 | } |
326 | } |
274 | |
327 | |
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328 | void light::enable () |
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329 | { |
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330 | lightpos->set (p); |
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331 | } |
275 | |
332 | |
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333 | void light::disable () |
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334 | { |
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335 | } |
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336 | |
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337 | static shader::varying_1f camdist; |
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338 | static shader::varying_3f lightvec; |
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339 | |
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340 | void linear_light::vsh () |
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341 | { |
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342 | using namespace shader::compile; |
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343 | |
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344 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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345 | camdist = max (1 - length (lightvec) / radius, 0); |
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346 | |
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347 | fsh (); |
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348 | } |
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349 | |
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350 | void linear_light::fsh () |
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351 | { |
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352 | using namespace shader::compile; |
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353 | |
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354 | sh_lightvec = lightvec; |
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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)); |
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356 | } |
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357 | |
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358 | |