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Comparing libgender/view.C (file contents):
Revision 1.70 by root, Thu Nov 4 03:58:32 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;
9 10
10pass pass_depth (0); 11pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH);
11 13
12vector<GLuint> occ_query_objects; 14vector<GLuint> occ_query_objects;
13 15
14static GLuint begin_occ_query () 16static GLuint begin_occ_query ()
15{ 17{
57} 59}
58 60
59void view::end_occ_query () 61void view::end_occ_query ()
60{ 62{
61 ::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
62} 82}
63 83
64bool view::may_draw (const entity *e) 84bool view::may_draw (const entity *e)
65{ 85{
66 if (drawn.find (e) != drawn.end ()) 86 if (drawn.find (e) != drawn.end ())
101 renormalize (orig, p); 121 renormalize (orig, p);
102 122
103 glViewport (0, 0, w, h); 123 glViewport (0, 0, w, h);
104 124
105 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);
106 glLoadIdentity (); 150 glLoadIdentity ();
107 151 matrix &m = projection;
108 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
112
113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
114
115 perspfact = z_near / ymax * 0.5F * h;
116 152
117 d = normalize (d);//D 153 d = normalize (d);//D
118 u = normalize (u);//D 154 u = normalize (u);//D
119 155
120 vec3 rz = -d; 156 vec3 rz = -d;
121 vec3 rx = cross (u, rz); 157 vec3 rx = cross (u, rz);
122 vec3 ry = cross (rz, rx); 158 vec3 ry = cross (rz, rx);
123 159
124 matrix &m = projection;
125 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;
126 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;
127 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;
128 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;
129 164
131 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
133 168
134 glMultMatrixf (m); 169 glMultMatrixf (m);
135 170
171 glTranslatef (-p.x, -p.y, -p.z);
172
136 glGetFloatv (GL_PROJECTION_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
174
175 m = perspective * m;
137 176
138 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) );
139 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) );
140 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) );
141 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) );
142 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) );
143 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) );
144 183
184#if 0
145 { 185 {
146 GLdouble frustlen = z_far - z_near; 186 GLdouble frustlen = z_far - z_near;
147 GLdouble fheight = frustlen * ftan; 187 GLdouble fheight = frustlen * ftan;
148 GLdouble fwidth = fheight * w / h; 188 GLdouble fwidth = fheight * w / h;
149 point half (0, 0, z_near + frustlen * .5); 189 point half (0, 0, z_near + frustlen * .5);
150 point corner (fwidth, fheight, frustlen); 190 point corner (fwidth, fheight, frustlen);
151 191
152 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 192 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
153 } 193 }
194#endif
154 195
155 { 196 {
156 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
157 198
158 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));
159 } 200 }
160
161 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
164} 201}
165 202
166void view::begin () 203void view::begin ()
167{ 204{
168 generation++; 205 generation++;
175 212
176 reset_projection (); 213 reset_projection ();
177 214
178 nz_near = 100.; 215 nz_near = 100.;
179 nc_far = nz_far = 1.F; 216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
180} 219}
181 220
182void view::end () 221void view::end ()
183{ 222{
184 vislist.clear (); 223 vislist.clear ();
185} 224}
186 225
187#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
188 227
189void view::render (enum pass_type p, pass &data) 228void view::render (pass_data &pass)
190{ 229{
191 pass_type = p; 230 this->pass = &pass;
192 pass_data = &data;
193 231
232 stat1 = stat2 = 0; //D
233
194 switch (pass_type) 234 switch (pass.type)
195 { 235 {
196 case DEPTH: 236 case DEPTH:
197 glColorMask (1, 1, 1, 1); 237 glColorMask (1, 1, 1, 1);
198 glDepthMask (1); 238 glDepthMask (1);
239 glDisable (GL_BLEND);
199 240
200 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);
201 243
202 //glEnable (GL_STENCIL_TEST); // for depth-passes 244 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 245 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255); 246 //glStencilFunc (GL_LESS, 1, 255);
205 247
206 //glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
207 //glPolygonOffset (0, 5); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
208 glDisable (GL_MINMAX); 251 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.); 252 glDepthRange (DEPTH_OFFSET, 1.);
210 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
211 glEnable (GL_DEPTH_TEST); 254 glEnable (GL_DEPTH_TEST);
212 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
213 glDisable (GL_DEPTH_CLAMP_NV); 256 glDisable (GL_DEPTH_CLAMP_NV);
214 257
215 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
216 266
217 break; 267 break;
218 268
219 case POSTDEPTH: 269 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
221 glDepthFunc (GL_LESS); 271 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
223 glDepthMask (0); 273 glDepthMask (0);
224 glEnable (GL_DEPTH_CLAMP_NV); 274 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST); 275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
226 277
278 occ_query_material.enable (*this);
279
227 // check occlusion queries 280 // check occlusion queries
228 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)
229 { 282 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq); 284 i->recv->event (oq);
232 } 285 }
233 286
287 occ_query_material.disable (*this);
288
234 occ_queries.clear (); 289 occ_queries.clear ();
235 290
291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
292 (*i)->draw_postdepth (*this);
293
294 first_lighted = true;
295
236 break; 296 break;
237 297
238 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
239 glClear (GL_STENCIL_BUFFER_BIT); 307 //glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST); 308 //glEnable (GL_STENCIL_TEST);
309 glEnable (GL_CULL_FACE);
241 glEnable (GL_MINMAX); 310 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET); 311 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS); 312 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1); 313 glColorMask (1, 1, 1, 1);
245 glDepthMask (0); 314 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV); 315 glDisable (GL_DEPTH_CLAMP_NV);
247 316
317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
318 (*i)->draw_lighted (*this);
319
320 first_lighted = false;
321
248 break; 322 break;
249 } 323 }
250 324
251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
252 (*i)->display (*this);
253
254 if (pass_type == DEPTH)
255 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
256
257 drawn.clear (); 325 drawn.clear ();
258
259#if 0
260 if (pass == view::DEPTH)
261 {
262 glEnable (GL_DEPTH_CLAMP_NV);
263 glDepthMask (0);
264 glDepthFunc (GL_LESS);
265
266 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
267 {
268 begin_occ_query (**i);
269 (*i)->draw_bbox (*this);
270 end_occ_query ();
271 }
272
273 glDisable (GL_DEPTH_CLAMP_NV);
274 }
275#endif
276} 326}
277 327
278void light::enable () 328void light::enable ()
279{ 329{
280 lightpos->set (p); 330 lightpos->set (p);
291{ 341{
292 using namespace shader::compile; 342 using namespace shader::compile;
293 343
294 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 344 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
295 camdist = max (1 - length (lightvec) / radius, 0); 345 camdist = max (1 - length (lightvec) / radius, 0);
296}
297 346
298shader::temp_3f linear_light::operator ()() 347 fsh ();
348}
349
350void linear_light::fsh ()
299{ 351{
300 using namespace shader::compile; 352 using namespace shader::compile;
301 353
302 temp_3f res; 354 sh_lightvec = lightvec;
303 res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * intensity * camdist; 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));
304
305 return res;
306} 356}
307 357
308 358

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