#include #include "opengl.h" #include "view.h" #include "oct.h" #include "material.h" using namespace gl; pass_data pass_depth (0, DEPTH); pass_data pass_postdepth (0, POSTDEPTH); 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 glGenQueries (1, &id); glBeginQuery (GL_SAMPLES_PASSED, id); return id; } inline void end_occ_query () { glEndQuery (GL_SAMPLES_PASSED); } static GLuint occ_query_result (GLuint id) { GLuint count; glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); occ_query_objects.push_back (id); return count; } view::view () : gamma(1.0), nz_near (1.F), nz_far (2.F) { } 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 (); } struct occ_query_material : material { void vsh (view &ctx); void fsh (view &ctx); }; static struct occ_query_material occ_query_material; void occ_query_material::vsh (view &ctx) { std_vsh (); } void occ_query_material::fsh (view &ctx) { // nop } 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); GLdouble aspect = (GLdouble)w/h; GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.)); GLdouble ymax = ftan; GLdouble xmax = ymax * aspect; matrix perspective; { matrix &m = perspective; m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e10F / z_far; m(2,3) = 1; m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; glLoadMatrixf (perspective); } //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); glGetFloatv (GL_PROJECTION_MATRIX, perspective); perspfact = z_near / ymax * 0.5F * h; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); matrix &m = projection; d = normalize (d);//D u = normalize (u);//D vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); 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_MODELVIEW_MATRIX, m); m = perspective * 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) ); #if 0 { GLdouble frustlen = z_far - z_near; GLdouble fheight = frustlen * ftan; GLdouble fwidth = fheight * w / h; point half (0, 0, z_near + frustlen * .5); point corner (fwidth, fheight, frustlen); frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); } #endif { GLdouble depth = h / ftan; frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); } } void view::begin () { generation++; vislist.clear (); z_near = max (nz_near, 1.F); z_far = max (nz_far, z_near * 2.F); c_far = nc_far; reset_projection (); nz_near = 100.; nc_far = nz_far = 1.F; first_lighted = false; } void view::end () { vislist.clear (); } #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) void view::render (pass_data &pass) { this->pass = &pass; stat1 = stat2 = 0; //D switch (pass.type) { case DEPTH: glColorMask (1, 1, 1, 1); glDepthMask (1); glDisable (GL_BLEND); //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glEnable (GL_STENCIL_TEST); // for depth-passes //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); //glStencilFunc (GL_LESS, 1, 255); //glEnable (GL_POLYGON_OFFSET_FILL); //glPolygonOffset (0, 5); glEnable (GL_CULL_FACE); glDisable (GL_MINMAX); glDepthRange (DEPTH_OFFSET, 1.); glDepthFunc (GL_LESS); glEnable (GL_DEPTH_TEST); glColorMask (0, 0, 0, 0); glDisable (GL_DEPTH_CLAMP_NV); world.detect_visibility (*this); for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->draw_depth (*this); if (pass.type == DEPTH) printf ("fps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld)\n", timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D break; case POSTDEPTH: glDepthRange (0., 1. - DEPTH_OFFSET); glDepthFunc (GL_LESS); glColorMask (0, 0, 0, 0); glDepthMask (0); glEnable (GL_DEPTH_CLAMP_NV); glDisable (GL_STENCIL_TEST); glDisable (GL_CULL_FACE); occ_query_material.enable (*this); // 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_query_material.disable (*this); occ_queries.clear (); for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->draw_postdepth (*this); first_lighted = true; break; case LIGHTED: if (first_lighted) glDisable (GL_BLEND); else { glBlendFunc (GL_ONE, GL_ONE); glEnable (GL_BLEND); } //glClear (GL_STENCIL_BUFFER_BIT); //glEnable (GL_STENCIL_TEST); glEnable (GL_CULL_FACE); glEnable (GL_MINMAX); glDepthRange (0., 1. - DEPTH_OFFSET); glDepthFunc (GL_LESS); glColorMask (1, 1, 1, 1); glDepthMask (0); glDisable (GL_DEPTH_CLAMP_NV); for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->draw_lighted (*this); first_lighted = false; break; } drawn.clear (); } void light::enable () { lightpos->set (p); } void light::disable () { } static shader::varying_1f camdist; static shader::varying_3f lightvec; void linear_light::vsh () { using namespace shader::compile; lightvec = xyz (lightpos - model_view_matrix * vin.vertex); camdist = max (1 - length (lightvec) / radius, 0); fsh (); } void linear_light::fsh () { using namespace shader::compile; sh_lightvec = lightvec; sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 100.F + 0.9F, 1.F)); }