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/cvs/libgender/view.C
Revision: 1.68
Committed: Tue Nov 2 23:26:46 2004 UTC (19 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +7 -4 lines
Log Message:
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File Contents

# Content
1 #include <cmath>
2
3 #include "opengl.h"
4
5 #include "view.h"
6 #include "oct.h"
7
8 using namespace gl;
9
10 pass pass_depth (0);
11
12 vector<GLuint> occ_query_objects;
13
14 static GLuint begin_occ_query ()
15 {
16 GLuint id;
17
18 if (occ_query_objects.size ())
19 {
20 id = *(occ_query_objects.end () - 1);
21 occ_query_objects.pop_back ();
22 }
23 else
24 glGenQueries (1, &id);
25
26 glBeginQuery (GL_SAMPLES_PASSED, id);
27 return id;
28 }
29
30 inline void end_occ_query ()
31 {
32 glEndQuery (GL_SAMPLES_PASSED);
33 }
34
35 static GLuint occ_query_result (GLuint id)
36 {
37 GLuint count;
38
39 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
40 occ_query_objects.push_back (id);
41
42 return count;
43 }
44
45 view::view ()
46 : gamma(1.0), nz_near (1.F), nz_far (2.F)
47 {
48 }
49
50 view::~view ()
51 {
52 }
53
54 void view::begin_occ_query (recv_occ_query &recv, void *id)
55 {
56 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
57 }
58
59 void view::end_occ_query ()
60 {
61 ::end_occ_query ();
62 }
63
64 bool view::may_draw (const entity *e)
65 {
66 if (drawn.find (e) != drawn.end ())
67 return false;
68
69 drawn.insert (e);
70 return true;
71 }
72
73 visibility_base *visible::get_visibility (view &ctx)
74 {
75 view::visibility_map::iterator i = ctx.vismap.find (this);
76 visibility_base *vs;
77
78 if (i == ctx.vismap.end ())
79 {
80 vs = new_visibility ();
81 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
82 }
83 else
84 {
85 vs = i->second;
86
87 if (vs->generation != ctx.generation)
88 {
89 if (vs->generation + 1 != ctx.generation)
90 clear_visibility (vs);
91
92 vs->generation = ctx.generation;
93 }
94 }
95
96 return vs;
97 }
98
99 void view::reset_projection ()
100 {
101 renormalize (orig, p);
102
103 glViewport (0, 0, w, h);
104
105 glMatrixMode (GL_PROJECTION);
106 glLoadIdentity ();
107
108 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect;
112
113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
114
115 perspfact = z_near / ymax * 0.5F * h;
116
117 d = normalize (d);//D
118 u = normalize (u);//D
119
120 vec3 rz = -d;
121 vec3 rx = cross (u, rz);
122 vec3 ry = cross (rz, rx);
123
124 matrix &m = projection;
125 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
126 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
127 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
128 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
129
130 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
131 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY???
133
134 glMultMatrixf (m);
135
136 glGetFloatv (GL_PROJECTION_MATRIX, m);
137
138 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) );
139 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) );
140 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) );
141 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) );
142 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) );
143 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) );
144
145 {
146 GLdouble frustlen = z_far - z_near;
147 GLdouble fheight = frustlen * ftan;
148 GLdouble fwidth = fheight * w / h;
149 point half (0, 0, z_near + frustlen * .5);
150 point corner (fwidth, fheight, frustlen);
151
152 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
153 }
154
155 {
156 GLdouble depth = h / ftan;
157
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
159 }
160
161 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z);
164 }
165
166 void view::begin ()
167 {
168 generation++;
169
170 vislist.clear ();
171
172 z_near = max (nz_near, 1.F);
173 z_far = max (nz_far, z_near * 2.F);
174 c_far = nc_far;
175
176 reset_projection ();
177
178 nz_near = 100.;
179 nc_far = nz_far = 1.F;
180 }
181
182 void view::end ()
183 {
184 vislist.clear ();
185 }
186
187 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
188
189 void view::render (enum pass_type p, pass &data)
190 {
191 pass_type = p;
192 pass_data = &data;
193
194 switch (pass_type)
195 {
196 case DEPTH:
197 glColorMask (1, 1, 1, 1);
198 glDepthMask (1);
199
200 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
201
202 //glEnable (GL_STENCIL_TEST); // for depth-passes
203 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
204 //glStencilFunc (GL_LESS, 1, 255);
205
206 //glEnable (GL_POLYGON_OFFSET_FILL);
207 //glPolygonOffset (0, 5);
208 glDisable (GL_MINMAX);
209 glDepthRange (DEPTH_OFFSET, 1.);
210 glDepthFunc (GL_LESS);
211 glEnable (GL_DEPTH_TEST);
212 glColorMask (0, 0, 0, 0);
213 glDisable (GL_DEPTH_CLAMP_NV);
214
215 world.detect_visibility (*this);
216
217 break;
218
219 case POSTDEPTH:
220 glDepthRange (0., 1. - DEPTH_OFFSET);
221 glDepthFunc (GL_LESS);
222 glColorMask (0, 0, 0, 0);
223 glDepthMask (0);
224 glEnable (GL_DEPTH_CLAMP_NV);
225 glDisable (GL_STENCIL_TEST);
226
227 // check occlusion queries
228 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
229 {
230 occ_query oq(*this, i->data, ::occ_query_result (i->id));
231 i->recv->event (oq);
232 }
233
234 occ_queries.clear ();
235
236 break;
237
238 case LIGHTED:
239 glClear (GL_STENCIL_BUFFER_BIT);
240 //glEnable (GL_STENCIL_TEST);
241 glEnable (GL_MINMAX);
242 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS);
244 glColorMask (1, 1, 1, 1);
245 glDepthMask (0);
246 glDisable (GL_DEPTH_CLAMP_NV);
247
248 break;
249 }
250
251 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
252 (*i)->display (*this);
253
254 if (pass_type == DEPTH)
255 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
256
257 drawn.clear ();
258
259 #if 0
260 if (pass == view::DEPTH)
261 {
262 glEnable (GL_DEPTH_CLAMP_NV);
263 glDepthMask (0);
264 glDepthFunc (GL_LESS);
265
266 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
267 {
268 begin_occ_query (**i);
269 (*i)->draw_bbox (*this);
270 end_occ_query ();
271 }
272
273 glDisable (GL_DEPTH_CLAMP_NV);
274 }
275 #endif
276 }
277
278