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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.7 by root, Tue Oct 5 01:50:20 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 // check occlusion queries here
27
28 ctx.generation++;
29
30 renormalize (orig, p); 26 renormalize (orig, p);
31 27
32 if (ctx.mode == draw_context::DEPTH)
33 {
34 glEnable (GL_POLYGON_OFFSET_FILL);
35 glPolygonOffset (0, 1);
36 glDepthFunc (GL_LESS);
37 glDisable (GL_LIGHTING);
38 glColorMask (0, 0, 0, 0);
39 }
40 else
41 {
42 glDisable (GL_POLYGON_OFFSET_FILL);
43 glDrawBuffer (GL_BACK);
44 glDepthFunc (GL_LEQUAL);
45 glEnable (GL_LIGHTING);
46 glDepthMask (0);
47 }
48
49 glViewport (0, 0, w, h); 28 glViewport (0, 0, w, h);
50 29
51 glMatrixMode (GL_PROJECTION); 30 glMatrixMode (GL_PROJECTION);
52 glLoadIdentity (); 31 glLoadIdentity ();
53 32
62 u = normalize (u);//D 41 u = normalize (u);//D
63 vec3 rz = -d; 42 vec3 rz = -d;
64 vec3 rx = cross (u, rz); 43 vec3 rx = cross (u, rz);
65 vec3 ry = cross (rz, rx); 44 vec3 ry = cross (rz, rx);
66 45
67 gl_matrix &m = ctx.projection; 46 matrix &m = projection;
68 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;
69 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;
70 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;
71 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;
72 51
73 glMultMatrixf ((GLfloat *)m.data); 52 glMultMatrixf ((GLfloat *)m.data);
74 53
75 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
76 55
77 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) );
78 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) );
79 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) );
80 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) );
81 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) );
82 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) );
83 62
84 glMatrixMode (GL_MODELVIEW); 63 glMatrixMode (GL_MODELVIEW);
85 glLoadIdentity (); 64 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66}
86 67
87 world.draw (ctx); 68void view::begin ()
69{
70 vismap.clear ();
88 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
89 ctx.drawn.clear (); 117 drawn.clear ();
90 118
91 glColorMask (1, 1, 1, 0); 119 glColorMask (1, 1, 1, 0);
92 glDepthMask (1); 120 glDepthMask (1);
93} 121}
94 122

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