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#include <cmath> |
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#include "oct.h" |
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#include "view.h" |
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view::view () |
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: mode(LIGHTED) |
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{ |
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} |
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view::~view () |
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{ |
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} |
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bool view::may_draw (entity_base *e) |
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{ |
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if (drawn.find (e) != drawn.end ()) |
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return false; |
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drawn.insert (e); |
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return true; |
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} |
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void view::draw () |
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{ |
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// check occlusion queries here |
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generation++; |
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renormalize (orig, p); |
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glDisable (GL_ALPHA_TEST); |
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glDisable (GL_BLEND); |
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if (mode == view::DEPTH) |
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{ |
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glEnable (GL_POLYGON_OFFSET_FILL); |
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glPolygonOffset (0, 1); |
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glDepthFunc (GL_LESS); |
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glDisable (GL_LIGHTING); |
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glColorMask (0, 0, 0, 0); |
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//cgGLDisableProfile (CG_PROFILE_ARBVP1); |
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cgGLDisableProfile (CG_PROFILE_ARBFP1); |
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} |
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else |
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{ |
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glEnable (GL_MINMAX); |
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glDisable (GL_POLYGON_OFFSET_FILL); |
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glDepthFunc (GL_LESS); |
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glDepthMask (0); |
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cgGLEnableProfile (CG_PROFILE_ARBVP1); |
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cgGLEnableProfile (CG_PROFILE_ARBFP1); |
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} |
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glViewport (0, 0, w, h); |
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glMatrixMode (GL_PROJECTION); |
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glLoadIdentity (); |
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GLdouble aspect = (GLdouble)w/h; |
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GLdouble zNear = 0.1; |
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GLdouble zFar = 50.; |
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GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
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d = normalize (d);//D |
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u = normalize (u);//D |
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vec3 rz = -d; |
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vec3 rx = cross (u, rz); |
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vec3 ry = cross (rz, rx); |
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matrix &m = projection; |
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m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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glMultMatrixf ((GLfloat *)m.data); |
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glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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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) ); |
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root |
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glMatrixMode (GL_MODELVIEW); |
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glLoadIdentity (); |
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glTranslatef (-p.x, -p.y, -p.z); |
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root |
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vislist.clear (); |
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checklist.clear (); |
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world.detect_visibility (*this); |
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root |
1.4 |
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for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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(*i)->display (*this); |
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drawn.clear (); |
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glColorMask (1, 1, 1, 0); |
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glDepthMask (1); |
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} |
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root |
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