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Comparing libgender/view.C (file contents):
Revision 1.72 by root, Fri Nov 5 16:02:34 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);
106 glLoadIdentity ();
107 126
108 GLdouble aspect = (GLdouble)w/h; 127 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); 128 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan; 129 GLdouble ymax = ftan;
111 GLdouble xmax = ymax * aspect; 130 GLdouble xmax = ymax * aspect;
112 131
113 matrix perspective; 132 matrix perspective;
114#if 0
115 { 133 {
116 matrix &m = perspective; 134 matrix &m = perspective;
117 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 135
118 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 136 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
119 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 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;
120 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 139 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
121 140
122 LoadMatrixf (perspective); 141 glLoadMatrixf (perspective);
123 } 142 }
124#else
125 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); 143 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
126#endif
127 144
128 glGetFloatv (GL_PROJECTION_MATRIX, perspective); 145 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
129 146
130 perspfact = z_near / ymax * 0.5F * h; 147 perspfact = z_near / ymax * 0.5F * h;
131 148
149 //printf ("diagfact = %f\n", diagfact); 166 //printf ("diagfact = %f\n", diagfact);
150 diagfact = sqrtf (3.);//D WHY??? 167 diagfact = sqrtf (3.);//D WHY???
151 168
152 glMultMatrixf (m); 169 glMultMatrixf (m);
153 170
171 glTranslatef (-p.x, -p.y, -p.z);
172
154 glGetFloatv (GL_MODELVIEW_MATRIX, m); 173 glGetFloatv (GL_MODELVIEW_MATRIX, m);
155 174
156 m = perspective * m; 175 m = perspective * m;
157 176
158 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) );
160 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) );
161 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) );
162 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) );
163 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) );
164 183
184#if 0
165 { 185 {
166 GLdouble frustlen = z_far - z_near; 186 GLdouble frustlen = z_far - z_near;
167 GLdouble fheight = frustlen * ftan; 187 GLdouble fheight = frustlen * ftan;
168 GLdouble fwidth = fheight * w / h; 188 GLdouble fwidth = fheight * w / h;
169 point half (0, 0, z_near + frustlen * .5); 189 point half (0, 0, z_near + frustlen * .5);
170 point corner (fwidth, fheight, frustlen); 190 point corner (fwidth, fheight, frustlen);
171 191
172 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); 192 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
173 } 193 }
194#endif
174 195
175 { 196 {
176 GLdouble depth = h / ftan; 197 GLdouble depth = h / ftan;
177 198
178 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));
179 } 200 }
180
181 glTranslatef (-p.x, -p.y, -p.z);
182} 201}
183 202
184void view::begin () 203void view::begin ()
185{ 204{
186 generation++; 205 generation++;
193 212
194 reset_projection (); 213 reset_projection ();
195 214
196 nz_near = 100.; 215 nz_near = 100.;
197 nc_far = nz_far = 1.F; 216 nc_far = nz_far = 1.F;
217
218 first_lighted = false;
198} 219}
199 220
200void view::end () 221void view::end ()
201{ 222{
202 vislist.clear (); 223 vislist.clear ();
203} 224}
204 225
205#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) 226#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
206 227
207void view::render (enum pass_type p, pass &data) 228void view::render (pass_data &pass)
208{ 229{
209 pass_type = p; 230 this->pass = &pass;
210 pass_data = &data;
211 231
232 stat1 = stat2 = 0; //D
233
212 switch (pass_type) 234 switch (pass.type)
213 { 235 {
214 case DEPTH: 236 case DEPTH:
215 glColorMask (1, 1, 1, 1); 237 glColorMask (1, 1, 1, 1);
216 glDepthMask (1); 238 glDepthMask (1);
239 glDisable (GL_BLEND);
217 240
218 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);
219 243
220 //glEnable (GL_STENCIL_TEST); // for depth-passes 244 //glEnable (GL_STENCIL_TEST); // for depth-passes
221 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); 245 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
222 //glStencilFunc (GL_LESS, 1, 255); 246 //glStencilFunc (GL_LESS, 1, 255);
223 247
224 //glEnable (GL_POLYGON_OFFSET_FILL); 248 //glEnable (GL_POLYGON_OFFSET_FILL);
225 //glPolygonOffset (0, 5); 249 //glPolygonOffset (0, 5);
250 glEnable (GL_CULL_FACE);
226 glDisable (GL_MINMAX); 251 glDisable (GL_MINMAX);
227 glDepthRange (DEPTH_OFFSET, 1.); 252 glDepthRange (DEPTH_OFFSET, 1.);
228 glDepthFunc (GL_LESS); 253 glDepthFunc (GL_LESS);
229 glEnable (GL_DEPTH_TEST); 254 glEnable (GL_DEPTH_TEST);
230 glColorMask (0, 0, 0, 0); 255 glColorMask (0, 0, 0, 0);
231 glDisable (GL_DEPTH_CLAMP_NV); 256 glDisable (GL_DEPTH_CLAMP_NV);
232 257
233 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
234 266
235 break; 267 break;
236 268
237 case POSTDEPTH: 269 case POSTDEPTH:
238 glDepthRange (0., 1. - DEPTH_OFFSET); 270 glDepthRange (0., 1. - DEPTH_OFFSET);
239 glDepthFunc (GL_LESS); 271 glDepthFunc (GL_LESS);
240 glColorMask (0, 0, 0, 0); 272 glColorMask (0, 0, 0, 0);
241 glDepthMask (0); 273 glDepthMask (0);
242 glEnable (GL_DEPTH_CLAMP_NV); 274 glEnable (GL_DEPTH_CLAMP_NV);
243 glDisable (GL_STENCIL_TEST); 275 glDisable (GL_STENCIL_TEST);
276 glDisable (GL_CULL_FACE);
244 277
278 occ_query_material.enable (*this);
279
245 // check occlusion queries 280 // check occlusion queries
246 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)
247 { 282 {
248 occ_query oq(*this, i->data, ::occ_query_result (i->id)); 283 occ_query oq(*this, i->data, ::occ_query_result (i->id));
249 i->recv->event (oq); 284 i->recv->event (oq);
250 } 285 }
251 286
287 occ_query_material.disable (*this);
288
252 occ_queries.clear (); 289 occ_queries.clear ();
253 290
291 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
292 (*i)->draw_postdepth (*this);
293
294 first_lighted = true;
295
254 break; 296 break;
255 297
256 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
257 glClear (GL_STENCIL_BUFFER_BIT); 307 //glClear (GL_STENCIL_BUFFER_BIT);
258 //glEnable (GL_STENCIL_TEST); 308 //glEnable (GL_STENCIL_TEST);
309 glEnable (GL_CULL_FACE);
259 glEnable (GL_MINMAX); 310 glEnable (GL_MINMAX);
260 glDepthRange (0., 1. - DEPTH_OFFSET); 311 glDepthRange (0., 1. - DEPTH_OFFSET);
261 glDepthFunc (GL_LESS); 312 glDepthFunc (GL_LESS);
262 glColorMask (1, 1, 1, 1); 313 glColorMask (1, 1, 1, 1);
263 glDepthMask (0); 314 glDepthMask (0);
264 glDisable (GL_DEPTH_CLAMP_NV); 315 glDisable (GL_DEPTH_CLAMP_NV);
265 316
317 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
318 (*i)->draw_lighted (*this);
319
320 first_lighted = false;
321
266 break; 322 break;
267 } 323 }
268 324
269 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
270 (*i)->display (*this);
271
272 if (pass_type == DEPTH)
273 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
274
275 drawn.clear (); 325 drawn.clear ();
276
277#if 0
278 if (pass == view::DEPTH)
279 {
280 glEnable (GL_DEPTH_CLAMP_NV);
281 glDepthMask (0);
282 glDepthFunc (GL_LESS);
283
284 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
285 {
286 begin_occ_query (**i);
287 (*i)->draw_bbox (*this);
288 end_occ_query ();
289 }
290
291 glDisable (GL_DEPTH_CLAMP_NV);
292 }
293#endif
294} 326}
295 327
296void light::enable () 328void light::enable ()
297{ 329{
298 lightpos->set (p); 330 lightpos->set (p);
309{ 341{
310 using namespace shader::compile; 342 using namespace shader::compile;
311 343
312 lightvec = xyz (lightpos - model_view_matrix * vin.vertex); 344 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
313 camdist = max (1 - length (lightvec) / radius, 0); 345 camdist = max (1 - length (lightvec) / radius, 0);
314}
315 346
316shader::temp_3f linear_light::operator ()() 347 fsh ();
348}
349
350void linear_light::fsh ()
317{ 351{
318 using namespace shader::compile; 352 using namespace shader::compile;
319 353
320 temp_3f res; 354 sh_lightvec = lightvec;
321 res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); 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));
322
323 return res;
324} 356}
325 357
326 358

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