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4 | |
4 | |
5 | #include "view.h" |
5 | #include "view.h" |
6 | #include "oct.h" |
6 | #include "oct.h" |
7 | #include "material.h" |
7 | #include "material.h" |
8 | |
8 | |
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9 | #include "entity.h" |
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10 | |
9 | using namespace gl; |
11 | using namespace gl; |
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12 | |
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13 | skybox *world_skybox; |
10 | |
14 | |
11 | pass_data pass_depth (0, DEPTH); |
15 | pass_data pass_depth (0, DEPTH); |
12 | pass_data pass_postdepth (0, POSTDEPTH); |
16 | pass_data pass_postdepth (0, POSTDEPTH); |
13 | |
17 | |
14 | vector<GLuint> occ_query_objects; |
18 | vector<GLuint> occ_query_objects; |
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51 | |
55 | |
52 | view::~view () |
56 | view::~view () |
53 | { |
57 | { |
54 | } |
58 | } |
55 | |
59 | |
56 | void view::begin_occ_query (recv_occ_query &recv, void *id) |
60 | void view::begin_occ_query (int &res) |
57 | { |
61 | { |
58 | occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); |
62 | occ_queries.push_back (oq_data (::begin_occ_query (), res)); |
59 | } |
63 | } |
60 | |
64 | |
61 | void view::end_occ_query () |
65 | void view::end_occ_query () |
62 | { |
66 | { |
63 | ::end_occ_query (); |
67 | ::end_occ_query (); |
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104 | { |
108 | { |
105 | vs = i->second; |
109 | vs = i->second; |
106 | |
110 | |
107 | if (vs->generation != ctx.generation) |
111 | if (vs->generation != ctx.generation) |
108 | { |
112 | { |
109 | if (vs->generation + 1 != ctx.generation) |
113 | if (ctx.generation - vs->generation > 2) |
110 | clear_visibility (vs); |
114 | clear_visibility (vs); |
111 | |
115 | |
112 | vs->generation = ctx.generation; |
116 | vs->generation = ctx.generation; |
113 | } |
117 | } |
114 | } |
118 | } |
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119 | void view::reset_projection () |
123 | void view::reset_projection () |
120 | { |
124 | { |
121 | renormalize (orig, p); |
125 | renormalize (orig, p); |
122 | |
126 | |
123 | glViewport (0, 0, w, h); |
127 | glViewport (0, 0, w, h); |
124 | |
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125 | glMatrixMode (GL_PROJECTION); |
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126 | |
128 | |
127 | GLdouble aspect = (GLdouble)w/h; |
129 | GLdouble aspect = (GLdouble)w/h; |
128 | GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
130 | GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); |
129 | GLdouble ymax = ftan; |
131 | GLdouble ymax = ftan; |
130 | GLdouble xmax = ymax * aspect; |
132 | GLdouble xmax = ymax * aspect; |
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133 | { |
135 | { |
134 | matrix &m = perspective; |
136 | matrix &m = perspective; |
135 | |
137 | |
136 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
138 | 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; |
139 | 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; |
140 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0; |
139 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; |
141 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0; |
140 | |
142 | |
141 | glLoadMatrixf (perspective); |
143 | glLoadMatrixf (perspective); |
142 | } |
144 | } |
143 | //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
145 | //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
144 | |
146 | |
145 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
147 | //glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
146 | |
148 | |
147 | perspfact = z_near / ymax * 0.5F * h; |
149 | perspfact = z_near / ymax * 0.5F * h; |
148 | |
150 | |
149 | glMatrixMode (GL_MODELVIEW); |
151 | matrix view; |
150 | glLoadIdentity (); |
152 | { |
151 | matrix &m = projection; |
153 | matrix &m = view; |
152 | |
154 | |
153 | d = normalize (d);//D |
155 | d = normalize (d);//D |
154 | u = normalize (u);//D |
156 | u = normalize (u);//D |
155 | |
157 | |
156 | vec3 rz = -d; |
158 | vec3 rz = -d; |
157 | vec3 rx = cross (u, rz); |
159 | vec3 rx = cross (u, rz); |
158 | vec3 ry = cross (rz, rx); |
160 | vec3 ry = cross (rz, rx); |
159 | |
161 | |
160 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
162 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
161 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
163 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
162 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
164 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
163 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
165 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F; |
164 | |
166 | |
165 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
167 | //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
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168 | diagfact = sqrtf (3.F); |
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169 | } |
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170 | |
166 | //printf ("diagfact = %f\n", diagfact); |
171 | //printf ("diagfact = %f\n", diagfact); |
167 | diagfact = sqrtf (3.);//D WHY??? |
172 | //diagfact = sqrtf (3.);//D WHY??? |
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173 | // |
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174 | view = view * matrix::translation (-p); |
168 | |
175 | |
169 | glMultMatrixf (m); |
176 | matrix projection = perspective * view; |
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177 | |
170 | |
178 | { |
171 | glTranslatef (-p.x, -p.y, -p.z); |
179 | matrix &m = projection; |
172 | |
180 | |
173 | glGetFloatv (GL_MODELVIEW_MATRIX, m); |
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174 | |
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175 | m = perspective * m; |
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176 | |
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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) ); |
181 | 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) ); |
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) ); |
182 | 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) ); |
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) ); |
183 | 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) ); |
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) ); |
184 | 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) ); |
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) ); |
185 | 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) ); |
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) ); |
186 | 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) ); |
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187 | } |
183 | |
188 | |
184 | #if 0 |
189 | #if 0 |
185 | { |
190 | { |
186 | GLdouble frustlen = z_far - z_near; |
191 | GLdouble frustlen = z_far - z_near; |
187 | GLdouble fheight = frustlen * ftan; |
192 | GLdouble fheight = frustlen * ftan; |
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191 | |
196 | |
192 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
197 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
193 | } |
198 | } |
194 | #endif |
199 | #endif |
195 | |
200 | |
196 | { |
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197 | GLdouble depth = h / ftan; |
201 | GLdouble depth = h / ftan; |
198 | |
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199 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
202 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan)); |
200 | } |
203 | |
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204 | glMatrixMode (GL_PROJECTION); |
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205 | glLoadMatrixf (projection); |
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206 | |
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207 | glMatrixMode (GL_MODELVIEW); |
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208 | glLoadIdentity (); |
201 | } |
209 | } |
202 | |
210 | |
203 | void view::begin () |
211 | void view::begin () |
204 | { |
212 | { |
205 | generation++; |
213 | generation++; |
206 | |
214 | |
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215 | stat1 = stat2 = 0; //D |
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216 | |
207 | vislist.clear (); |
217 | vislist.clear (); |
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218 | postdepthlist.clear (); |
208 | |
219 | |
209 | z_near = max (nz_near, 1.F); |
220 | z_near = max (nz_near, 1.F); |
210 | z_far = max (nz_far, z_near * 2.F); |
221 | z_far = max (nz_far, 1E10F);//D |
211 | c_far = nc_far; |
222 | c_far = nc_far; |
212 | |
223 | |
213 | reset_projection (); |
224 | reset_projection (); |
214 | |
225 | |
215 | nz_near = 100.; |
226 | nz_near = 100.; |
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218 | first_lighted = false; |
229 | first_lighted = false; |
219 | } |
230 | } |
220 | |
231 | |
221 | void view::end () |
232 | void view::end () |
222 | { |
233 | { |
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234 | printf ("\rfps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld) ", |
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235 | timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D |
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236 | |
223 | vislist.clear (); |
237 | vislist.clear (); |
224 | } |
238 | } |
225 | |
239 | |
226 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
240 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
227 | |
241 | |
228 | void view::render (pass_data &pass) |
242 | void view::render (pass_data &pass) |
229 | { |
243 | { |
230 | this->pass = &pass; |
244 | this->pass = &pass; |
231 | |
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232 | stat1 = stat2 = 0; //D |
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233 | |
245 | |
234 | switch (pass.type) |
246 | switch (pass.type) |
235 | { |
247 | { |
236 | case DEPTH: |
248 | case DEPTH: |
237 | glColorMask (1, 1, 1, 1); |
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238 | glDepthMask (1); |
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239 | glDisable (GL_BLEND); |
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240 | |
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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); |
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243 | |
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244 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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245 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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246 | //glStencilFunc (GL_LESS, 1, 255); |
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247 | |
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248 | //glEnable (GL_POLYGON_OFFSET_FILL); |
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249 | //glPolygonOffset (0, 5); |
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250 | glEnable (GL_CULL_FACE); |
249 | glEnable (GL_CULL_FACE); |
251 | glDisable (GL_MINMAX); |
250 | glDisable (GL_MINMAX); |
252 | glDepthRange (DEPTH_OFFSET, 1.); |
251 | glDepthRange (DEPTH_OFFSET, 1.); |
253 | glDepthFunc (GL_LESS); |
252 | glDepthFunc (GL_LESS); |
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253 | glColorMask (1, 1, 1, 1); |
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254 | glDisable (GL_BLEND); |
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255 | glDepthMask (1); |
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256 | |
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257 | glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT)); |
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258 | |
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259 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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260 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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261 | //glStencilFunc (GL_LESS, 1, 255); |
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262 | |
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263 | //glEnable (GL_POLYGON_OFFSET_FILL); |
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264 | //glPolygonOffset (0, 5); |
254 | glEnable (GL_DEPTH_TEST); |
265 | glEnable (GL_DEPTH_TEST); |
255 | glColorMask (0, 0, 0, 0); |
266 | glColorMask (0, 0, 0, 0); |
256 | glDisable (GL_DEPTH_CLAMP_NV); |
267 | |
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268 | // check occlusion queries |
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269 | printf ("OC1 %d\n", occ_queries.size ());//D |
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270 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
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271 | *(i->res) = ::occ_query_result (i->id); |
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272 | |
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273 | occ_queries.clear (); |
257 | |
274 | |
258 | world.detect_visibility (*this); |
275 | world.detect_visibility (*this); |
259 | |
276 | |
260 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
277 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
261 | (*i)->draw_depth (*this); |
278 | (*i)->draw_depth (*this); |
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 |
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266 | |
279 | |
267 | break; |
280 | break; |
268 | |
281 | |
269 | case POSTDEPTH: |
282 | case POSTDEPTH: |
270 | glDepthRange (0., 1. - DEPTH_OFFSET); |
283 | glDepthRange (0., 1. - DEPTH_OFFSET); |
271 | glDepthFunc (GL_LESS); |
284 | glDepthFunc (GL_LESS); |
272 | glColorMask (0, 0, 0, 0); |
285 | glColorMask (0, 0, 0, 0); |
273 | glDepthMask (0); |
286 | glDepthMask (0); |
274 | glEnable (GL_DEPTH_CLAMP_NV); |
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275 | glDisable (GL_STENCIL_TEST); |
287 | glDisable (GL_STENCIL_TEST); |
276 | glDisable (GL_CULL_FACE); |
288 | glDisable (GL_CULL_FACE); |
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289 | |
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290 | glEnable (GL_DEPTH_CLAMP_NV); |
277 | |
291 | |
278 | occ_query_material.enable (*this); |
292 | occ_query_material.enable (*this); |
279 | |
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280 | // check occlusion queries |
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281 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
293 | for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i) |
282 | { |
294 | (*i)->draw_postdepth (*this); |
283 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
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284 | i->recv->event (oq); |
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285 | } |
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286 | |
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287 | occ_query_material.disable (*this); |
295 | occ_query_material.disable (*this); |
288 | |
296 | |
289 | occ_queries.clear (); |
297 | glDisable (GL_DEPTH_CLAMP_NV); |
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 | |
298 | |
294 | first_lighted = true; |
299 | first_lighted = true; |
295 | |
300 | |
296 | break; |
301 | break; |
297 | |
302 | |
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310 | glEnable (GL_MINMAX); |
315 | glEnable (GL_MINMAX); |
311 | glDepthRange (0., 1. - DEPTH_OFFSET); |
316 | glDepthRange (0., 1. - DEPTH_OFFSET); |
312 | glDepthFunc (GL_LESS); |
317 | glDepthFunc (GL_LESS); |
313 | glColorMask (1, 1, 1, 1); |
318 | glColorMask (1, 1, 1, 1); |
314 | glDepthMask (0); |
319 | glDepthMask (0); |
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320 | |
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321 | if (world_skybox) |
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322 | { |
315 | glDisable (GL_DEPTH_CLAMP_NV); |
323 | glDisable (GL_DEPTH_TEST); |
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324 | world_skybox->draw (*this);// |
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325 | glEnable (GL_DEPTH_TEST); |
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326 | } |
316 | |
327 | |
317 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
328 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
318 | (*i)->draw_lighted (*this); |
329 | (*i)->draw_lighted (*this); |
319 | |
330 | |
320 | first_lighted = false; |
331 | first_lighted = false; |
… | |
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323 | } |
334 | } |
324 | |
335 | |
325 | drawn.clear (); |
336 | drawn.clear (); |
326 | } |
337 | } |
327 | |
338 | |
328 | void light::enable () |
339 | void light::enable (view &ctx) |
329 | { |
340 | { |
330 | lightpos->set (p); |
341 | lightpos->set (p + (orig - ctx.orig)); |
331 | } |
342 | } |
332 | |
343 | |
333 | void light::disable () |
344 | void light::disable (view &ctx) |
334 | { |
345 | { |
335 | } |
346 | } |
336 | |
347 | |
337 | static shader::varying_1f camdist; |
348 | void linear_light::enable (view &ctx) |
338 | static shader::varying_3f lightvec; |
349 | { |
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350 | light::enable (ctx); |
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351 | } |
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352 | |
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353 | void linear_light::disable (view &ctx) |
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354 | { |
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355 | light::disable (ctx); |
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356 | } |
339 | |
357 | |
340 | void linear_light::vsh () |
358 | void linear_light::vsh () |
341 | { |
359 | { |
342 | using namespace shader::compile; |
360 | using namespace shader::compile; |
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361 | temp_1f camdist; |
343 | |
362 | |
344 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
363 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
345 | camdist = max (1 - length (lightvec) / radius, 0); |
364 | camdist = max (1 - length (lightvec) / radius, 0); |
346 | |
365 | |
347 | fsh (); |
366 | fsh (); |
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350 | void linear_light::fsh () |
369 | void linear_light::fsh () |
351 | { |
370 | { |
352 | using namespace shader::compile; |
371 | using namespace shader::compile; |
353 | |
372 | |
354 | sh_lightvec = lightvec; |
373 | 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)); |
374 | sh_colour = shader::compile::vec3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F)); |
356 | } |
375 | } |
357 | |
376 | |
358 | |
377 | |