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/cvs/libgender/view.C
Revision: 1.75
Committed: Sun Nov 7 02:28:18 2004 UTC (19 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +14 -7 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 1
115 {
116 matrix &m = perspective;
117
118 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
119 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
120 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1;
121 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0;
122
123 glLoadMatrixf (perspective);
124 }
125 #else
126 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
127 #endif
128
129 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
130
131 perspfact = z_near / ymax * 0.5F * h;
132
133 glMatrixMode (GL_MODELVIEW);
134 glLoadIdentity ();
135 matrix &m = projection;
136
137 d = normalize (d);//D
138 u = normalize (u);//D
139
140 vec3 rz = -d;
141 vec3 rx = cross (u, rz);
142 vec3 ry = cross (rz, rx);
143
144 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
145 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
146 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
147 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
148
149 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
150 //printf ("diagfact = %f\n", diagfact);
151 diagfact = sqrtf (3.);//D WHY???
152
153 glMultMatrixf (m);
154
155 glGetFloatv (GL_MODELVIEW_MATRIX, m);
156
157 m = perspective * m;
158
159 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) );
160 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) );
161 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) );
162 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) );
163 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) );
164 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) );
165
166 {
167 GLdouble frustlen = z_far - z_near;
168 GLdouble fheight = frustlen * ftan;
169 GLdouble fwidth = fheight * w / h;
170 point half (0, 0, z_near + frustlen * .5);
171 point corner (fwidth, fheight, frustlen);
172
173 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
174 }
175
176 {
177 GLdouble depth = h / ftan;
178
179 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
180 }
181
182 glTranslatef (-p.x, -p.y, -p.z);
183 }
184
185 void view::begin ()
186 {
187 generation++;
188
189 vislist.clear ();
190
191 z_near = max (nz_near, 1.F);
192 z_far = max (nz_far, z_near * 2.F);
193 c_far = nc_far;
194
195 reset_projection ();
196
197 nz_near = 100.;
198 nc_far = nz_far = 1.F;
199 }
200
201 void view::end ()
202 {
203 vislist.clear ();
204 }
205
206 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
207
208 void view::render (enum pass_type p, pass &data)
209 {
210 pass_type = p;
211 pass_data = &data;
212
213 switch (pass_type)
214 {
215 case DEPTH:
216 glColorMask (1, 1, 1, 1);
217 glDepthMask (1);
218 glDisable (GL_BLEND);
219
220 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
221 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
222
223 //glEnable (GL_STENCIL_TEST); // for depth-passes
224 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
225 //glStencilFunc (GL_LESS, 1, 255);
226
227 //glEnable (GL_POLYGON_OFFSET_FILL);
228 //glPolygonOffset (0, 5);
229 glEnable (GL_CULL_FACE);
230 glDisable (GL_MINMAX);
231 glDepthRange (DEPTH_OFFSET, 1.);
232 glDepthFunc (GL_LESS);
233 glEnable (GL_DEPTH_TEST);
234 glColorMask (0, 0, 0, 0);
235 glDisable (GL_DEPTH_CLAMP_NV);
236
237 world.detect_visibility (*this);
238
239 break;
240
241 case POSTDEPTH:
242 glDepthRange (0., 1. - DEPTH_OFFSET);
243 glDepthFunc (GL_LESS);
244 glColorMask (0, 0, 0, 0);
245 glDepthMask (0);
246 glEnable (GL_DEPTH_CLAMP_NV);
247 glDisable (GL_STENCIL_TEST);
248 glDisable (GL_CULL_FACE);
249
250 // check occlusion queries
251 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
252 {
253 occ_query oq(*this, i->data, ::occ_query_result (i->id));
254 i->recv->event (oq);
255 }
256
257 occ_queries.clear ();
258
259 break;
260
261 case LIGHTED:
262 glEnable (GL_CULL_FACE);
263 //glEnable (GL_BLEND);//TODO, only when not first lighted pass
264 glBlendFunc (GL_ONE, GL_ONE);
265 //glClear (GL_STENCIL_BUFFER_BIT);
266 //glEnable (GL_STENCIL_TEST);
267 glEnable (GL_MINMAX);
268 glDepthRange (0., 1. - DEPTH_OFFSET);
269 glDepthFunc (GL_LESS);
270 glColorMask (1, 1, 1, 1);
271 glDepthMask (0);
272 glDisable (GL_DEPTH_CLAMP_NV);
273
274 break;
275 }
276
277 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
278 (*i)->display (*this);
279
280 if (pass_type == DEPTH)
281 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
282
283 drawn.clear ();
284
285 #if 0
286 if (pass == view::DEPTH)
287 {
288 glEnable (GL_DEPTH_CLAMP_NV);
289 glDepthMask (0);
290 glDepthFunc (GL_LESS);
291
292 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
293 {
294 begin_occ_query (**i);
295 (*i)->draw_bbox (*this);
296 end_occ_query ();
297 }
298
299 glDisable (GL_DEPTH_CLAMP_NV);
300 }
301 #endif
302 }
303
304 void light::enable ()
305 {
306 lightpos->set (p);
307 }
308
309 void light::disable ()
310 {
311 }
312
313 static shader::varying_1f camdist;
314 static shader::varying_3f lightvec;
315
316 void linear_light::vsh ()
317 {
318 using namespace shader::compile;
319
320 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
321 camdist = max (1 - length (lightvec) / radius, 0);
322
323 fsh ();
324 }
325
326 void linear_light::fsh ()
327 {
328 using namespace shader::compile;
329
330 sh_lightvec = lightvec;
331 sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F));
332 }
333
334