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/cvs/libgender/view.C
Revision: 1.73
Committed: Sat Nov 6 00:06:33 2004 UTC (19 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +5 -5 lines
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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 matrix perspective;
114 #if 0
115 {
116 matrix &m = perspective;
117 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
118 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
119 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
120 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
121
122 LoadMatrixf (perspective);
123 }
124 #else
125 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
126 #endif
127
128 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
129
130 perspfact = z_near / ymax * 0.5F * h;
131
132 glMatrixMode (GL_MODELVIEW);
133 glLoadIdentity ();
134 matrix &m = projection;
135
136 d = normalize (d);//D
137 u = normalize (u);//D
138
139 vec3 rz = -d;
140 vec3 rx = cross (u, rz);
141 vec3 ry = cross (rz, rx);
142
143 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
144 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
145 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
146 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
147
148 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
149 //printf ("diagfact = %f\n", diagfact);
150 diagfact = sqrtf (3.);//D WHY???
151
152 glMultMatrixf (m);
153
154 glGetFloatv (GL_MODELVIEW_MATRIX, m);
155
156 m = perspective * m;
157
158 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) );
159 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) );
160 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) );
161 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) );
162 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) );
163 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) );
164
165 {
166 GLdouble frustlen = z_far - z_near;
167 GLdouble fheight = frustlen * ftan;
168 GLdouble fwidth = fheight * w / h;
169 point half (0, 0, z_near + frustlen * .5);
170 point corner (fwidth, fheight, frustlen);
171
172 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
173 }
174
175 {
176 GLdouble depth = h / ftan;
177
178 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
179 }
180
181 glTranslatef (-p.x, -p.y, -p.z);
182 }
183
184 void view::begin ()
185 {
186 generation++;
187
188 vislist.clear ();
189
190 z_near = max (nz_near, 1.F);
191 z_far = max (nz_far, z_near * 2.F);
192 c_far = nc_far;
193
194 reset_projection ();
195
196 nz_near = 100.;
197 nc_far = nz_far = 1.F;
198 }
199
200 void view::end ()
201 {
202 vislist.clear ();
203 }
204
205 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
206
207 void view::render (enum pass_type p, pass &data)
208 {
209 pass_type = p;
210 pass_data = &data;
211
212 switch (pass_type)
213 {
214 case DEPTH:
215 glColorMask (1, 1, 1, 1);
216 glDepthMask (1);
217
218 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
219
220 //glEnable (GL_STENCIL_TEST); // for depth-passes
221 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
222 //glStencilFunc (GL_LESS, 1, 255);
223
224 //glEnable (GL_POLYGON_OFFSET_FILL);
225 //glPolygonOffset (0, 5);
226 glDisable (GL_MINMAX);
227 glDepthRange (DEPTH_OFFSET, 1.);
228 glDepthFunc (GL_LESS);
229 glEnable (GL_DEPTH_TEST);
230 glColorMask (0, 0, 0, 0);
231 glDisable (GL_DEPTH_CLAMP_NV);
232
233 world.detect_visibility (*this);
234
235 break;
236
237 case POSTDEPTH:
238 glDepthRange (0., 1. - DEPTH_OFFSET);
239 glDepthFunc (GL_LESS);
240 glColorMask (0, 0, 0, 0);
241 glDepthMask (0);
242 glEnable (GL_DEPTH_CLAMP_NV);
243 glDisable (GL_STENCIL_TEST);
244
245 // check occlusion queries
246 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
247 {
248 occ_query oq(*this, i->data, ::occ_query_result (i->id));
249 i->recv->event (oq);
250 }
251
252 occ_queries.clear ();
253
254 break;
255
256 case LIGHTED:
257 glClear (GL_STENCIL_BUFFER_BIT);
258 //glEnable (GL_STENCIL_TEST);
259 glEnable (GL_MINMAX);
260 glDepthRange (0., 1. - DEPTH_OFFSET);
261 glDepthFunc (GL_LESS);
262 glColorMask (1, 1, 1, 1);
263 glDepthMask (0);
264 glDisable (GL_DEPTH_CLAMP_NV);
265
266 break;
267 }
268
269 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
270 (*i)->display (*this);
271
272 if (pass_type == DEPTH)
273 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
274
275 drawn.clear ();
276
277 #if 0
278 if (pass == view::DEPTH)
279 {
280 glEnable (GL_DEPTH_CLAMP_NV);
281 glDepthMask (0);
282 glDepthFunc (GL_LESS);
283
284 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
285 {
286 begin_occ_query (**i);
287 (*i)->draw_bbox (*this);
288 end_occ_query ();
289 }
290
291 glDisable (GL_DEPTH_CLAMP_NV);
292 }
293 #endif
294 }
295
296 void light::enable ()
297 {
298 lightpos->set (p);
299 }
300
301 void light::disable ()
302 {
303 }
304
305 static shader::varying_1f camdist;
306 static shader::varying_3f lightvec;
307
308 void linear_light::vsh ()
309 {
310 using namespace shader::compile;
311
312 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
313 camdist = max (1 - length (lightvec) / radius, 0);
314
315 fsh ();
316 }
317
318 void linear_light::fsh ()
319 {
320 using namespace shader::compile;
321
322 sh_lightvec = lightvec;
323 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F));
324 }
325
326