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Comparing libgender/view.C (file contents):
Revision 1.3 by root, Mon Oct 4 02:06:57 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
15bool draw_context::may_draw (entity_base *e) 15bool view::may_draw (entity_base *e)
16{ 16{
17 if (drawn.find (e) != drawn.end ()) 17 if (drawn.find (e) != drawn.end ())
18 return false; 18 return false;
19 19
20 drawn.insert (e); 20 drawn.insert (e);
21 return true; 21 return true;
22} 22}
23 23
24void view::draw (draw_context &ctx) 24void view::reset_projection ()
25{ 25{
26 renormalize (orig, p);
26 27
27 if (ctx.mode == draw_context::DEPTH)
28 {
29 glEnable (GL_POLYGON_OFFSET_FILL);
30 glPolygonOffset (0, 1);
31 glDrawBuffer (GL_NONE);
32 glDepthFunc (GL_LESS);
33 glDisable (GL_LIGHTING);
34 }
35 else
36 {
37 glDisable (GL_POLYGON_OFFSET_FILL);
38 glDrawBuffer (GL_BACK);
39 glDepthFunc (GL_LEQUAL);
40 glEnable (GL_LIGHTING);
41 }
42
43 glViewport (0, 0, w, h); 28 glViewport (0, 0, w, h);
44 29
45 glMatrixMode (GL_PROJECTION); 30 glMatrixMode (GL_PROJECTION);
46 glLoadIdentity (); 31 glLoadIdentity ();
47 32
48 GLdouble aspect = (GLdouble)w/h; 33 GLdouble aspect = (GLdouble)w/h;
49 GLdouble zNear = 0.001; 34 GLdouble zNear = 0.1;
50 GLdouble zFar = 100.; 35 GLdouble zFar = 50.;
51 36
52 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
53 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
54 39
40 d = normalize (d);//D
41 u = normalize (u);//D
55 vec3 rz = -d; 42 vec3 rz = -d;
56 vec3 rx = cross (u, rz); 43 vec3 rx = cross (u, rz);
57 vec3 ry = cross (rz, rx); 44 vec3 ry = cross (rz, rx);
58 45
59 gl_matrix &m = ctx.projection; 46 matrix &m = projection;
60 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
61 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 48 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
62 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 49 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
63 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;
64 51
65 glMultMatrixf ((GLfloat *)m.data); 52 glMultMatrixf ((GLfloat *)m.data);
66 53
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
55
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) );
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) );
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) );
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) );
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) );
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) );
62
67 glMatrixMode (GL_MODELVIEW); 63 glMatrixMode (GL_MODELVIEW);
68 glLoadIdentity (); 64 glLoadIdentity ();
69 glTranslatef (-p.x, -p.y, -p.z); 65 glTranslatef (-p.x, -p.y, -p.z);
70
71 world.draw (ctx);
72} 66}
73 67
68void view::begin ()
69{
70 vismap.clear ();
71
72 generation++;
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
117 drawn.clear ();
118
119 glColorMask (1, 1, 1, 0);
120 glDepthMask (1);
121}
122
123

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