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/cvs/libgender/view.C
Revision: 1.94
Committed: Wed Jan 25 22:52:26 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.93: +1 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 #include <cmath>
2
3 #include "opengl.h"
4
5 #include "view.h"
6 #include "oct.h"
7 #include "material.h"
8
9 #include "entity.h"
10
11 using namespace gl;
12
13 skybox *world_skybox;
14
15 pass_data pass_depth (0, DEPTH);
16 pass_data pass_postdepth (0, POSTDEPTH);
17
18 vector<GLuint> occ_query_objects;
19
20 static GLuint begin_occ_query ()
21 {
22 GLuint id;
23
24 if (occ_query_objects.size ())
25 {
26 id = *(occ_query_objects.end () - 1);
27 occ_query_objects.pop_back ();
28 }
29 else
30 glGenQueries (1, &id);
31
32 glBeginQuery (GL_SAMPLES_PASSED, id);
33 return id;
34 }
35
36 inline void end_occ_query ()
37 {
38 glEndQuery (GL_SAMPLES_PASSED);
39 }
40
41 static GLuint occ_query_result (GLuint id)
42 {
43 GLuint count;
44
45 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
46 occ_query_objects.push_back (id);
47
48 return count;
49 }
50
51 view::view ()
52 : gamma(1.0), nz_near (1.F), nz_far (2.F)
53 {
54 }
55
56 view::~view ()
57 {
58 }
59
60 void view::begin_occ_query (int &res)
61 {
62 occ_queries.push_back (oq_data (::begin_occ_query (), res));
63 }
64
65 void view::end_occ_query ()
66 {
67 ::end_occ_query ();
68 }
69
70 struct occ_query_material : material
71 {
72 void vsh (view &ctx);
73 void fsh (view &ctx);
74 };
75
76 static struct occ_query_material occ_query_material;
77
78 void occ_query_material::vsh (view &ctx)
79 {
80 std_vsh ();
81 }
82
83 void occ_query_material::fsh (view &ctx)
84 {
85 // nop
86 }
87
88 bool view::may_draw (const entity *e)
89 {
90 if (drawn.find (e) != drawn.end ())
91 return false;
92
93 drawn.insert (e);
94 return true;
95 }
96
97 visibility_base *visible::get_visibility (view &ctx)
98 {
99 view::visibility_map::iterator i = ctx.vismap.find (this);
100 visibility_base *vs;
101
102 if (i == ctx.vismap.end ())
103 {
104 vs = new_visibility ();
105 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
106 }
107 else
108 {
109 vs = i->second;
110
111 if (vs->generation != ctx.generation)
112 {
113 if (ctx.generation - vs->generation > 2)
114 clear_visibility (vs);
115
116 vs->generation = ctx.generation;
117 }
118 }
119
120 return vs;
121 }
122
123 void view::reset_projection ()
124 {
125 renormalize (orig, p);
126
127 glViewport (0, 0, w, h);
128
129 GLdouble aspect = (GLdouble)w/h;
130 GLdouble ftan = tanf (fov * GLfloat (.5 * M_PI / 180.));
131 GLdouble ymax = ftan;
132 GLdouble xmax = ymax * aspect;
133
134 matrix perspective;
135 {
136 matrix &m = perspective;
137
138 m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0;
139 m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0;
140 m(2,0) = 0; m(2,1) = 0; m(2,2) = -1e30F / z_far; m(2,3) = 0;
141 m(3,0) = 0; m(3,1) = 0; m(3,2) = -1.F; m(3,3) = 0;
142
143 glLoadMatrixf (perspective);
144 }
145 //glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
146
147 //glGetFloatv (GL_PROJECTION_MATRIX, perspective);
148
149 perspfact = z_near / ymax * 0.5F * h;
150
151 matrix view;
152 {
153 matrix &m = view;
154
155 d = normalize (d);//D
156 u = normalize (u);//D
157
158 vec3 rz = -d;
159 vec3 rx = cross (u, rz);
160 vec3 ry = cross (rz, rx);
161
162 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
163 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
164 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
165 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1.F;
166
167 //diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
168 diagfact = sqrtf (3.F);
169 }
170
171 //printf ("diagfact = %f\n", diagfact);
172 //diagfact = sqrtf (3.);//D WHY???
173 //
174 view = view * matrix::translation (-p);
175
176 matrix projection = perspective * view;
177
178 {
179 matrix &m = projection;
180
181 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) );
182 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) );
183 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) );
184 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) );
185 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) );
186 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) );
187 }
188
189 #if 0
190 {
191 GLdouble frustlen = z_far - z_near;
192 GLdouble fheight = frustlen * ftan;
193 GLdouble fwidth = fheight * w / h;
194 point half (0, 0, z_near + frustlen * .5);
195 point corner (fwidth, fheight, frustlen);
196
197 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
198 }
199 #endif
200
201 GLdouble depth = h / ftan;
202 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan));
203
204 glMatrixMode (GL_PROJECTION);
205 glLoadMatrixf (projection);
206
207 glMatrixMode (GL_MODELVIEW);
208 glLoadIdentity ();
209 }
210
211 void view::begin ()
212 {
213 generation++;
214
215 stat1 = stat2 = 0; //D
216
217 vislist.clear ();
218 postdepthlist.clear ();
219
220 z_near = max (nz_near, 1.F);
221 z_far = max (nz_far, 1E10F);//D
222 c_far = nc_far;
223
224 reset_projection ();
225
226 nz_near = 100.;
227 nc_far = nz_far = 1.F;
228
229 first_lighted = false;
230 }
231
232 void view::end ()
233 {
234 printf ("\rfps %f NF %f:%f vis %d,%d (%d,%d) CAM (%ld,%ld,%ld) ",
235 timer.fps, z_near, z_far, vislist.size (), drawn.size (), stat1, stat2, orig.x, orig.y, orig.z);//D
236
237 vislist.clear ();
238 }
239
240 #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
241
242 void view::render (pass_data &pass)
243 {
244 this->pass = &pass;
245
246 switch (pass.type)
247 {
248 case DEPTH:
249 glEnable (GL_CULL_FACE);
250 glDisable (GL_MINMAX);
251 glDepthRange (DEPTH_OFFSET, 1.);
252 glDepthFunc (GL_LESS);
253 glColorMask (1, 1, 1, 1);
254 glDisable (GL_BLEND);
255 glDepthMask (1);
256
257 glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT));
258
259 //glEnable (GL_STENCIL_TEST); // for depth-passes
260 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
261 //glStencilFunc (GL_LESS, 1, 255);
262
263 //glEnable (GL_POLYGON_OFFSET_FILL);
264 //glPolygonOffset (0, 5);
265 glEnable (GL_DEPTH_TEST);
266 glColorMask (0, 0, 0, 0);
267
268 // check occlusion queries
269 printf ("OC1 %d\n", occ_queries.size ());//D
270 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
271 *(i->res) = ::occ_query_result (i->id);
272
273 occ_queries.clear ();
274
275 world.detect_visibility (*this);
276
277 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
278 (*i)->draw_depth (*this);
279
280 break;
281
282 case POSTDEPTH:
283 glDepthRange (0., 1. - DEPTH_OFFSET);
284 glDepthFunc (GL_LESS);
285 glColorMask (0, 0, 0, 0);
286 glDepthMask (0);
287 glDisable (GL_STENCIL_TEST);
288 glDisable (GL_CULL_FACE);
289
290 glEnable (GL_DEPTH_CLAMP_NV);
291
292 occ_query_material.enable (*this);
293 for (vector<octant *>::iterator i = postdepthlist.begin (); i != postdepthlist.end (); ++i)
294 (*i)->draw_postdepth (*this);
295 occ_query_material.disable (*this);
296
297 glDisable (GL_DEPTH_CLAMP_NV);
298
299 first_lighted = true;
300
301 break;
302
303 case LIGHTED:
304 if (first_lighted)
305 glDisable (GL_BLEND);
306 else
307 {
308 glBlendFunc (GL_ONE, GL_ONE);
309 glEnable (GL_BLEND);
310 }
311
312 //glClear (GL_STENCIL_BUFFER_BIT);
313 //glEnable (GL_STENCIL_TEST);
314 glEnable (GL_CULL_FACE);
315 glEnable (GL_MINMAX);
316 glDepthRange (0., 1. - DEPTH_OFFSET);
317 glDepthFunc (GL_LESS);
318 glColorMask (1, 1, 1, 1);
319 glDepthMask (0);
320
321 if (world_skybox)
322 {
323 glDisable (GL_DEPTH_TEST);
324 world_skybox->draw (*this);//
325 glEnable (GL_DEPTH_TEST);
326 }
327
328 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
329 (*i)->draw_lighted (*this);
330
331 first_lighted = false;
332
333 break;
334 }
335
336 drawn.clear ();
337 }
338
339 void light::enable (view &ctx)
340 {
341 lightpos->set (p + (orig - ctx.orig));
342 }
343
344 void light::disable (view &ctx)
345 {
346 }
347
348 void linear_light::enable (view &ctx)
349 {
350 light::enable (ctx);
351 }
352
353 void linear_light::disable (view &ctx)
354 {
355 light::disable (ctx);
356 }
357
358 void linear_light::vsh ()
359 {
360 using namespace shader::compile;
361 temp_1f camdist;
362
363 lightvec = lightpos - xyz (model_view_matrix * vin.vertex);
364 camdist = max (1 - length (lightvec) / radius, 0);
365
366 fsh ();
367 }
368
369 void linear_light::fsh ()
370 {
371 using namespace shader::compile;
372
373 sh_lightvec = lightvec;
374 sh_colour = shader::compile::vec3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (camdist * (intensity * 100.F) + 0.9F, 1.F));
375 }
376
377