#include #define GL_GLEXT_PROTOTYPES #include #include #include "view.h" #include "oct.h" vector occ_query_objects; static GLuint begin_occ_query () { GLuint id; if (occ_query_objects.size ()) { id = *(occ_query_objects.end () - 1); occ_query_objects.pop_back (); } else glGenQueriesARB (1, &id); glBeginQueryARB (GL_SAMPLES_PASSED, id); return id; } inline void end_occ_query () { glEndQueryARB (GL_SAMPLES_PASSED); } static GLuint occ_query_result (GLuint id) { GLuint count; glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); occ_query_objects.push_back (id); return count; } view::view () : gamma(1.0) { } view::~view () { } void view::begin_occ_query (recv_occ_query &recv) { occ_queries.push_back (oq_data (&recv, ::begin_occ_query ())); } void view::end_occ_query () { ::end_occ_query (); } bool view::may_draw (const entity *e) { if (drawn.find (e) != drawn.end ()) return false; drawn.insert (e); return true; } void view::reset_projection () { //renormalize (orig, p); glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; GLdouble ymax = near * tan (fov * (M_PI / 360.0)); glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far); d = normalize (d);//D u = normalize (u);//D vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); matrix &m = projection; m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); diagfact = sqrtf (3.);//D WHY??? //printf ("diagfact = %f\n", diagfact); glMultMatrixf (m); glTranslatef (-p.x, -p.y, -p.z); glGetFloatv (GL_PROJECTION_MATRIX, m); 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) ); 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) ); 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) ); 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) ); 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) ); 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) ); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); } void view::begin () { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthRange (0, 1. - (1. / pow (2., 16.))); vislist.clear (); generation++; reset_projection (); farlist.clear (); // check occlusion queries for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) { occ_query oq(*this, i->second, occ_query_result (i->second)); i->first->event (oq); } occ_queries.clear (); nextfar = near + 1.F; world.detect_visibility (*this); printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar, frustum.r.n.x, frustum.r.n.y, frustum.r.n.z, frustum.r.d );//D far = nextfar; reset_projection (); } void view::end () { vislist.clear (); } void view::pass (enum mode m) { mode = m; glDisable (GL_ALPHA_TEST); glDisable (GL_BLEND); if (mode == view::DEPTH) { glEnable (GL_POLYGON_OFFSET_FILL); glPolygonOffset (0, 1); glDepthFunc (GL_LESS); glDisable (GL_LIGHTING); glColorMask (0, 0, 0, 0); cgGLDisableProfile (vsh_profile);// z-fighting?? cgGLDisableProfile (fsh_profile); } else { glEnable (GL_MINMAX); glDisable (GL_POLYGON_OFFSET_FILL); glDepthFunc (GL_LESS); glDepthMask (1); cgGLEnableProfile (vsh_profile); cgGLEnableProfile (fsh_profile); } for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) { visibility_state &vs = vismap[*i]; bool oq = (vs.visibility == visibility_state::PARTIAL || vs.visibility == visibility_state::FULL) && (vs.last + 1. < timer.now) && (mode == LIGHTED); if (oq) begin_occ_query (**i); (*i)->display (*this); if (oq) end_occ_query (); } drawn.clear (); if (mode == view::DEPTH) { glEnable (GL_DEPTH_CLAMP_NV); glDepthFunc (GL_LESS); if (mode == view::LIGHTED) glDepthFunc (GL_LEQUAL); glDisable (GL_LIGHTING); cgGLDisableProfile (vsh_profile); cgGLDisableProfile (fsh_profile); //glShadeModel (GL_FLAT); #if 0 static int count; count++; if (farlist.size ()) printf ("%d: size %d\n", count, farlist.size ()); #endif for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) { if (mode == view::DEPTH) begin_occ_query (**i); if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0); (*i)->draw_bbox (*this); if (mode == view::DEPTH) end_occ_query (); } glEnable (GL_DEPTH_TEST); glDisable (GL_DEPTH_CLAMP_NV); //glShadeModel (GL_SMOOTH); } glColorMask (1, 1, 1, 0); glDepthMask (1); }