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Comparing libgender/view.C (file contents):
Revision 1.40 by root, Sat Oct 9 22:43:31 2004 UTC vs.
Revision 1.90 by root, Wed Aug 10 02:14:50 2005 UTC

1#include <cmath> 1#include <cmath>
2 2
3#define GL_GLEXT_PROTOTYPES 3#include "opengl.h"
4#include <GL/gl.h>
5#include <GL/glext.h>
6 4
7#include "view.h" 5#include "view.h"
8#include "oct.h" 6#include "oct.h"
7#include "material.h"
8
9#include "entity.h"
10
11using namespace gl;
12
13skybox *world_skybox;
14
15pass_data pass_depth (0, DEPTH);
16pass_data pass_postdepth (0, POSTDEPTH);
9 17
10vector<GLuint> occ_query_objects; 18vector<GLuint> occ_query_objects;
11 19
12static GLuint begin_occ_query () 20static GLuint begin_occ_query ()
13{ 21{
17 { 25 {
18 id = *(occ_query_objects.end () - 1); 26 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back (); 27 occ_query_objects.pop_back ();
20 } 28 }
21 else 29 else
22 glGenQueriesARB (1, &id); 30 glGenQueries (1, &id);
23 31
24 glBeginQueryARB (GL_SAMPLES_PASSED, id); 32 glBeginQuery (GL_SAMPLES_PASSED, id);
25 return id; 33 return id;
26} 34}
27 35
28inline void end_occ_query () 36inline void end_occ_query ()
29{ 37{
30 glEndQueryARB (GL_SAMPLES_PASSED); 38 glEndQuery (GL_SAMPLES_PASSED);
31} 39}
32 40
33static GLuint occ_query_result (GLuint id) 41static GLuint occ_query_result (GLuint id)
34{ 42{
35 GLuint count; 43 GLuint count;
36 44
37 glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); 45 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id); 46 occ_query_objects.push_back (id);
39 47
40 return count; 48 return count;
41} 49}
42 50
43view::view () 51view::view ()
44: gamma(1.0) 52: gamma(1.0), nz_near (1.F), nz_far (2.F)
45{ 53{
46} 54}
47 55
48view::~view () 56view::~view ()
49{ 57{
50} 58}
51 59
52void view::begin_occ_query (recv_occ_query &recv) 60void view::begin_occ_query (recv_occ_query &recv, void *id)
53{ 61{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); 62 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
55} 63}
56 64
57void view::end_occ_query () 65void view::end_occ_query ()
58{ 66{
59 ::end_occ_query (); 67 ::end_occ_query ();
68}
69
70struct occ_query_material : material
71{
72 void vsh (view &ctx);
73 void fsh (view &ctx);
74};
75
76static struct occ_query_material occ_query_material;
77
78void occ_query_material::vsh (view &ctx)
79{
80 std_vsh ();
81}
82
83void occ_query_material::fsh (view &ctx)
84{
85 // nop
60} 86}
61 87
62bool view::may_draw (const entity *e) 88bool view::may_draw (const entity *e)
63{ 89{
64 if (drawn.find (e) != drawn.end ()) 90 if (drawn.find (e) != drawn.end ())
66 92
67 drawn.insert (e); 93 drawn.insert (e);
68 return true; 94 return true;
69} 95}
70 96
71void view::reset_projection () 97visibility_base *visible::get_visibility (view &ctx)
72{ 98{
73 renormalize (orig, p); 99 view::visibility_map::iterator i = ctx.vismap.find (this);
100 visibility_base *vs;
74 101
75 glViewport (0, 0, w, h); 102 if (i == ctx.vismap.end ())
76
77 glMatrixMode (GL_PROJECTION);
78 glLoadIdentity ();
79
80 GLdouble aspect = (GLdouble)w/h;
81 GLdouble ymax = near * tan (fov * (M_PI / 360.0));
82
83 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far);
84
85 d = normalize (d);//D
86 u = normalize (u);//D
87 vec3 rz = -d;
88 vec3 rx = cross (u, rz);
89 vec3 ry = cross (rz, rx);
90
91 matrix &m = projection;
92 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
93 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
94 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
95 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
96
97 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
98
99 glMultMatrixf (m);
100 glTranslatef (-p.x, -p.y, -p.z);
101
102 glGetFloatv (GL_PROJECTION_MATRIX, m);
103
104 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) );
105 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) );
106 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) );
107 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) );
108 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) );
109 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) );
110
111 glMatrixMode (GL_MODELVIEW);
112 glLoadIdentity ();
113}
114
115void view::begin ()
116{
117 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
118 glDepthRange (0, 1. - (1. / pow (2., 16.)));
119
120 vislist.clear ();
121
122 generation++;
123
124 reset_projection ();
125
126 farlist.clear ();
127
128 // check occlusion queries
129 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
130 { 103 {
131 occ_query oq(*this, i->second, occ_query_result (i->second)); 104 vs = new_visibility ();
132 i->first->event (oq); 105 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
133 }
134
135 occ_queries.clear ();
136
137 nextfar = near;
138 world.detect_visibility (*this);
139 printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar,
140 frustum.r.n.x,
141 frustum.r.n.y,
142 frustum.r.n.z,
143 frustum.r.d
144 );//D
145 far = nextfar;
146
147 reset_projection ();
148}
149
150void view::end ()
151{
152 vislist.clear ();
153}
154
155void view::pass (enum mode m)
156{
157 mode = m;
158
159 glDisable (GL_ALPHA_TEST);
160 glDisable (GL_BLEND);
161
162 if (mode == view::DEPTH)
163 {
164 glEnable (GL_POLYGON_OFFSET_FILL);
165 glPolygonOffset (0, 1);
166 glDepthFunc (GL_LESS);
167 glDisable (GL_LIGHTING);
168 glColorMask (0, 0, 0, 0);
169 cgGLDisableProfile (vsh_profile);// z-fighting??
170 cgGLDisableProfile (fsh_profile);
171 } 106 }
172 else 107 else
173 { 108 {
109 vs = i->second;
110
111 if (vs->generation != ctx.generation)
112 {
113 if (ctx.generation - vs->generation > 2)
114 clear_visibility (vs);
115
116 vs->generation = ctx.generation;
117 }
118 }
119
120 return vs;
121}
122
123void view::reset_projection ()
124{
125 renormalize (orig, p);
126
127 glViewport (0, 0, w, h);
128
129 GLdouble aspect = (GLdouble)w/h;
130 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
131 GLdouble ymax = ftan;
132 GLdouble xmax = ymax * aspect;
133
134 matrix perspective;
135 {
136 matrix &m = perspective;
137
138 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
139 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
140 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
141 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
142
143 glLoadMatrixf (perspective);
144 }
145 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
146
147 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
148
149 perspfact = z_near / ymax * 0.5F * h;
150
151 matrix view;
152 {
153 matrix &m = view;
154
155 d = normalize (d);//D
156 u = normalize (u);//D
157
158 vec3 rz = -d;
159 vec3 rx = cross (u, rz);
160 vec3 ry = cross (rz, rx);
161
162 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
163 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
164 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
165 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
166
167 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
168 diagfact = sqrtf (3.F);
169 }
170
171 //printf ("diagfact = %f\n", diagfact);
172 //diagfact = sqrtf (3.);//D WHY???
173 //
174 view = view * matrix::translation (-p);
175
176 matrix projection = perspective * view;
177
178 {
179 matrix &m = projection;
180
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) );
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) );
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) );
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) );
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) );
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) );
187 }
188
189#if 0
190 {
191 GLdouble frustlen = z_far - z_near;
192 GLdouble fheight = frustlen * ftan;
193 GLdouble fwidth = fheight * w / h;
194 point half (0, 0, z_near + frustlen * .5);
195 point corner (fwidth, fheight, frustlen);
196
197 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
198 }
199#endif
200
201 GLdouble depth = h / ftan;
202 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
203
204 glMatrixMode (GL_PROJECTION);
205 glLoadMatrixf (projection);
206
207 glMatrixMode (GL_MODELVIEW);
208 glLoadIdentity ();
209}
210
211void view::begin ()
212{
213 generation++;
214
215 stat1 = stat2 = 0; //D
216
217 vislist.clear ();
218 postdepthlist.clear ();
219
220 z_near = max (nz_near, 1.F);
221 z_far = max (nz_far, 1E10F);//D
222 c_far = nc_far;
223
224 reset_projection ();
225
226 nz_near = 100.;
227 nc_far = nz_far = 1.F;
228
229 first_lighted = false;
230}
231
232void view::end ()
233{
234 printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n",
235 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
236
237 vislist.clear ();
238}
239
240#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
241
242void view::render (pass_data &pass)
243{
244 this->pass = &pass;
245
246 switch (pass.type)
247 {
248 case DEPTH:
249 glEnable (GL_CULL_FACE);
174 glEnable (GL_MINMAX); 250 glDisable (GL_MINMAX);
175 glDisable (GL_POLYGON_OFFSET_FILL); 251 glDepthRange (DEPTH_OFFSET, 1.);
176 glDepthFunc (GL_LESS); 252 glDepthFunc (GL_LESS);
253 glColorMask (1, 1, 1, 1);
254 glDisable (GL_BLEND);
177 glDepthMask (1); 255 glDepthMask (1);
178 cgGLEnableProfile (vsh_profile); 256
179 cgGLEnableProfile (fsh_profile); 257 glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT));
258
259 //glEnable (GL_STENCIL_TEST); // for depth-passes
260 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
261 //glStencilFunc (GL_LESS, 1, 255);
262
263 //glEnable (GL_POLYGON_OFFSET_FILL);
264 //glPolygonOffset (0, 5);
265 glEnable (GL_DEPTH_TEST);
266 glColorMask (0, 0, 0, 0);
267
268 world.detect_visibility (*this);
269
270 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
271 (*i)->draw_depth (*this);
272
273 break;
274
275 case POSTDEPTH:
276 glDepthRange (0., 1. - DEPTH_OFFSET);
277 glDepthFunc (GL_LESS);
278 glColorMask (0, 0, 0, 0);
279 glDepthMask (0);
280 glDisable (GL_STENCIL_TEST);
281 glDisable (GL_CULL_FACE);
282
283 glEnable (GL_DEPTH_CLAMP_NV);
284
285 occ_query_material.enable (*this);
286
287 // check occlusion queries
288 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
289 {
290 //occ_query oq(*this, i->data, ::occ_query_result (i->id));
291 //i->recv->event (oq);
292 }
293
294 occ_query_material.disable (*this);
295
296 occ_queries.clear ();
297
298 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
299 (*i)->draw_postdepth (*this);
300
301 glDisable (GL_DEPTH_CLAMP_NV);
302
303 first_lighted = true;
304
305 break;
306
307 case LIGHTED:
308 if (first_lighted)
309 glDisable (GL_BLEND);
310 else
311 {
312 glBlendFunc (GL_ONE, GL_ONE);
313 glEnable (GL_BLEND);
314 }
315
316 //glClear (GL_STENCIL_BUFFER_BIT);
317 //glEnable (GL_STENCIL_TEST);
318 glEnable (GL_CULL_FACE);
319 glEnable (GL_MINMAX);
320 glDepthRange (0., 1. - DEPTH_OFFSET);
321 glDepthFunc (GL_LESS);
322 glColorMask (1, 1, 1, 1);
323 glDepthMask (0);
324
325 if (world_skybox)
326 {
327 glDisable (GL_DEPTH_TEST);
328 world_skybox->draw (*this);//
329 glEnable (GL_DEPTH_TEST);
330 }
331
332 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
333 (*i)->draw_lighted (*this);
334
335 first_lighted = false;
336
337 break;
180 } 338 }
181 339
182 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
183 {
184 visibility_state &vs = vismap[*i];
185 bool oq = (vs.visibility == visibility_state::PARTIAL
186 || vs.visibility == visibility_state::FULL)
187 && (vs.last + 1. < timer.now)
188 && (mode == LIGHTED);
189
190 if (oq)
191 begin_occ_query (**i);
192
193 (*i)->display (*this);
194
195 if (oq)
196 end_occ_query ();
197
198 }
199
200 drawn.clear (); 340 drawn.clear ();
201
202 if (mode == view::DEPTH)
203 {
204 glEnable (GL_DEPTH_CLAMP_NV);
205 glDepthFunc (GL_LESS);
206 if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL);
207 glDisable (GL_LIGHTING);
208 cgGLDisableProfile (vsh_profile);
209 cgGLDisableProfile (fsh_profile);
210 //glShadeModel (GL_FLAT);
211
212#if 0
213 static int count; count++;
214 if (farlist.size ())
215 printf ("%d: size %d\n", count, farlist.size ());
216#endif
217
218 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
219 {
220 if (mode == view::DEPTH) begin_occ_query (**i);
221 if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0);
222 (*i)->draw_bbox (*this);
223 if (mode == view::DEPTH) end_occ_query ();
224 }
225
226 glEnable (GL_DEPTH_TEST);
227 glDisable (GL_DEPTH_CLAMP_NV);
228 //glShadeModel (GL_SMOOTH);
229 }
230
231 glColorMask (1, 1, 1, 0);
232 glDepthMask (1);
233
234} 341}
235 342
343void light::enable (view &ctx)
344{
345 lightpos->set (p + (orig - ctx.orig));
346}
236 347
348void light::disable (view &ctx)
349{
350}
351
352void linear_light::enable (view &ctx)
353{
354 light::enable (ctx);
355}
356
357void linear_light::disable (view &ctx)
358{
359 light::disable (ctx);
360}
361
362void linear_light::vsh ()
363{
364 using namespace shader::compile;
365 temp_1f camdist;
366
367 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
368 camdist = max (1 - length (lightvec) / radius, 0);
369
370 fsh ();
371}
372
373void linear_light::fsh ()
374{
375 using namespace shader::compile;
376
377 sh_lightvec = lightvec;
378 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F));
379}
380
381

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