#include #include "opengl.h" #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, void *id) { occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id)); } 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; } visibility_base *visible::get_visibility (view &ctx) { view::visibility_map::iterator i = ctx.vismap.find (this); visibility_base *vs; if (i == ctx.vismap.end ()) { vs = new_visibility (); ctx.vismap.insert (view::visibility_map::value_type (this, vs)); } else { vs = i->second; if (vs->generation != ctx.generation) { if (vs->generation + 1 != ctx.generation) clear_visibility (vs); vs->generation = ctx.generation; } } return vs; } void view::reset_projection () { renormalize (orig, p); glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; GLdouble ymax = z_near * tan (fov * (M_PI / 360.0)); glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); perspfact = z_near / ymax * 0.5 * (GLdouble)h; 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); //printf ("diagfact = %f\n", diagfact); diagfact = sqrtf (3.);//D WHY??? 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 () { generation++; glColorMask (1, 1, 1, 1); glDepthMask (1); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); vislist.clear (); z_far = nz_far; c_far = nc_far; if (z_far < z_near) z_far = z_near * 2.; reset_projection (); nc_far = nz_far = z_near + 1.F; world.detect_visibility (*this); printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D } void view::end () { vislist.clear (); } #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) void view::pass (enum mode m) { mode = m; glDisable (GL_ALPHA_TEST); glDisable (GL_BLEND); switch (mode) { case DEPTH: //glEnable (GL_POLYGON_OFFSET_FILL); //glPolygonOffset (0, 5); glDisable (GL_MINMAX); glDepthRange (DEPTH_OFFSET, 1.); glDepthFunc (GL_LESS); glEnable (GL_DEPTH_TEST); glColorMask (0, 0, 0, 0); glDepthMask (1); break; case POSTDEPTH: glEnable (GL_DEPTH_TEST); glDepthRange (DEPTH_OFFSET, 1.); glColorMask (0, 0, 0, 0); glDepthMask (0); // check occlusion queries for (vector::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) { occ_query oq(*this, i->data, ::occ_query_result (i->id)); i->recv->event (oq); } occ_queries.clear (); break; case LIGHTED: glEnable (GL_MINMAX); glDepthRange (0., 1. - DEPTH_OFFSET); glDepthFunc (GL_LESS); glColorMask (1, 1, 1, 1); glDepthMask (0); break; } for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->display (*this); drawn.clear (); #if 0 if (mode == view::DEPTH) { glEnable (GL_DEPTH_CLAMP_NV); glDepthMask (0); glDepthFunc (GL_LESS); for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) { begin_occ_query (**i); (*i)->draw_bbox (*this); end_occ_query (); } glDisable (GL_DEPTH_CLAMP_NV); } #endif }