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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.10 by root, Tue Oct 5 03:52:13 2004 UTC vs.
Revision 1.18 by root, Wed Oct 6 01:41:30 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "oct.h" 3#include "oct.h"
4#include "view.h" 4#include "view.h"
5 5
6draw_context::draw_context (view &v) 6view::view ()
7: v(v), l(0), mode(LIGHTED) 7: gamma(1.0)
8{ 8{
9} 9}
10 10
11draw_context::~draw_context () 11view::~view ()
12{ 12{
13} 13}
14 14
15void draw_context::transform (const matrix &m)
16{
17 modelview = modelview * m;
18 mvp = projection * modelview;
19}
20
21bool draw_context::may_draw (entity_base *e) 15bool view::may_draw (entity_base *e)
22{ 16{
23 if (drawn.find (e) != drawn.end ()) 17 if (drawn.find (e) != drawn.end ())
24 return false; 18 return false;
25 19
26 drawn.insert (e); 20 drawn.insert (e);
27 return true; 21 return true;
28} 22}
29 23
30void view::draw (draw_context &ctx) 24void view::reset_projection ()
31{ 25{
32 // check occlusion queries here
33
34 ctx.generation++;
35
36 renormalize (orig, p); 26 renormalize (orig, p);
37 27
38 if (ctx.mode == draw_context::DEPTH)
39 {
40 glEnable (GL_POLYGON_OFFSET_FILL);
41 glPolygonOffset (0, 1);
42 glDepthFunc (GL_LESS);
43 glDisable (GL_LIGHTING);
44 glColorMask (0, 0, 0, 0);
45 }
46 else
47 {
48 glDisable (GL_POLYGON_OFFSET_FILL);
49 glDrawBuffer (GL_BACK);
50 glDepthFunc (GL_LEQUAL);
51 glEnable (GL_LIGHTING);
52 glDepthMask (0);
53 }
54
55 glViewport (0, 0, w, h); 28 glViewport (0, 0, w, h);
56 29
57 glMatrixMode (GL_PROJECTION); 30 glMatrixMode (GL_PROJECTION);
58 glLoadIdentity (); 31 glLoadIdentity ();
59 32
68 u = normalize (u);//D 41 u = normalize (u);//D
69 vec3 rz = -d; 42 vec3 rz = -d;
70 vec3 rx = cross (u, rz); 43 vec3 rx = cross (u, rz);
71 vec3 ry = cross (rz, rx); 44 vec3 ry = cross (rz, rx);
72 45
73 matrix &m = ctx.projection; 46 matrix &m = projection;
74 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; 47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
75 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; 48 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
76 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; 49 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
77 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 50 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
78 51
79 glMultMatrixf ((GLfloat *)m.data); 52 glMultMatrixf ((GLfloat *)m.data);
80 53
81 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
82 55
83 ctx.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) ); 56 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) );
84 ctx.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) ); 57 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) );
85 ctx.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) ); 58 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) );
86 ctx.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) ); 59 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) );
87 ctx.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) ); 60 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) );
88 ctx.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) ); 61 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) );
89 62
90 for (int i = 0; i < 4; i++) 63 glMatrixMode (GL_MODELVIEW);
91 for (int j = 0; j < 4 ; j++) 64 glLoadIdentity ();
92 mvp[i][j] = m(i,j); 65 glTranslatef (-p.x, -p.y, -p.z);
66}
93 67
94 ctx.modelview.identity (); 68void view::begin ()
69{
70 vismap.clear ();
95 71
96 world.draw (ctx); 72 generation++;
97 73
74 reset_projection ();
75
76 // check occlusion queries here
77 checklist.clear ();
78
79 world.detect_visibility (*this);
80}
81
82void view::end ()
83{
84 vismap.clear ();
85}
86
87void view::pass (enum mode m)
88{
89 mode = m;
90
91 glDisable (GL_ALPHA_TEST);
92 glDisable (GL_BLEND);
93
94 if (mode == view::DEPTH)
95 {
96 glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1);
98 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING);
100 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1);
102 cgGLDisableProfile (CG_PROFILE_ARBFP1);
103 }
104 else
105 {
106 glEnable (GL_MINMAX);
107 glDisable (GL_POLYGON_OFFSET_FILL);
108 glDepthFunc (GL_LESS);
109 glDepthMask (0);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1);
112 }
113
114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
115 (*i)->display (*this);
116
98 ctx.drawn.clear (); 117 drawn.clear ();
99 118
100 glColorMask (1, 1, 1, 0); 119 glColorMask (1, 1, 1, 0);
101 glDepthMask (1); 120 glDepthMask (1);
102} 121}
103 122

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