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 | |
6 | draw_context::draw_context (view &v) |
6 | view::view () |
7 | : v(v), l(0), mode(LIGHTED) |
7 | : gamma(1.0) |
8 | { |
8 | { |
9 | } |
9 | } |
10 | |
10 | |
11 | draw_context::~draw_context () |
11 | view::~view () |
12 | { |
12 | { |
13 | } |
13 | } |
14 | |
14 | |
15 | void draw_context::transform (const matrix &m) |
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16 | { |
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17 | modelview = modelview * m; |
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18 | matrix d = projection * modelview; |
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19 | |
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20 | glLoadMatrixf ((GLfloat *)&d); |
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21 | |
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22 | #if 0 |
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23 | for (int i = 0; i < 4; i++) |
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24 | for (int j = 0; j < 4 ; j++) |
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25 | mvp[i](j) = d(i,j); |
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26 | #endif |
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27 | } |
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28 | |
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29 | bool draw_context::may_draw (entity_base *e) |
15 | bool view::may_draw (entity_base *e) |
30 | { |
16 | { |
31 | if (drawn.find (e) != drawn.end ()) |
17 | if (drawn.find (e) != drawn.end ()) |
32 | return false; |
18 | return false; |
33 | |
19 | |
34 | drawn.insert (e); |
20 | drawn.insert (e); |
35 | return true; |
21 | return true; |
36 | } |
22 | } |
37 | |
23 | |
38 | void view::draw (draw_context &ctx) |
24 | void view::reset_projection () |
39 | { |
25 | { |
40 | // check occlusion queries here |
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41 | |
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42 | ctx.generation++; |
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43 | |
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44 | renormalize (orig, p); |
26 | renormalize (orig, p); |
45 | |
27 | |
46 | if (ctx.mode == draw_context::DEPTH) |
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47 | { |
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48 | glEnable (GL_POLYGON_OFFSET_FILL); |
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49 | glPolygonOffset (0, 1); |
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50 | glDepthFunc (GL_LESS); |
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51 | glDisable (GL_LIGHTING); |
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52 | glColorMask (0, 0, 0, 0); |
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53 | } |
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54 | else |
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55 | { |
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56 | glDisable (GL_POLYGON_OFFSET_FILL); |
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57 | glDrawBuffer (GL_BACK); |
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58 | glDepthFunc (GL_LEQUAL); |
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59 | glEnable (GL_LIGHTING); |
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60 | glDepthMask (0); |
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61 | } |
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62 | |
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63 | glViewport (0, 0, w, h); |
28 | glViewport (0, 0, w, h); |
64 | |
29 | |
65 | glMatrixMode (GL_PROJECTION); |
30 | glMatrixMode (GL_PROJECTION); |
66 | glLoadIdentity (); |
31 | glLoadIdentity (); |
67 | |
32 | |
… | |
… | |
76 | u = normalize (u);//D |
41 | u = normalize (u);//D |
77 | vec3 rz = -d; |
42 | vec3 rz = -d; |
78 | vec3 rx = cross (u, rz); |
43 | vec3 rx = cross (u, rz); |
79 | vec3 ry = cross (rz, rx); |
44 | vec3 ry = cross (rz, rx); |
80 | |
45 | |
81 | matrix &m = ctx.projection; |
46 | matrix &m = projection; |
82 | 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; |
83 | 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; |
84 | 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; |
85 | 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; |
86 | |
51 | |
87 | glMultMatrixf ((GLfloat *)m.data); |
52 | glMultMatrixf ((GLfloat *)m.data); |
88 | |
53 | |
89 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
54 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
90 | |
55 | |
91 | 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) ); |
92 | 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) ); |
93 | 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) ); |
94 | 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) ); |
95 | 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) ); |
96 | 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) ); |
97 | |
62 | |
98 | ctx.modelview.identity (); |
63 | glMatrixMode (GL_MODELVIEW); |
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64 | glLoadIdentity (); |
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65 | glTranslatef (-p.x, -p.y, -p.z); |
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66 | } |
99 | |
67 | |
100 | glMatrixMode (GL_PROJECTION);//D |
68 | void view::begin () |
101 | world.draw (ctx); |
69 | { |
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70 | vismap.clear (); |
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71 | vislist.clear (); |
102 | |
72 | |
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73 | generation++; |
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74 | |
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75 | reset_projection (); |
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76 | |
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77 | // check occlusion queries here |
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78 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
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79 | //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
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80 | occ_query_result ((*i)->occ_query); |
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81 | |
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82 | checklist.clear (); |
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83 | |
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84 | world.detect_visibility (*this); |
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85 | } |
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86 | |
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87 | void view::end () |
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88 | { |
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89 | vismap.clear (); |
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90 | } |
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91 | |
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92 | void view::pass (enum mode m) |
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93 | { |
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94 | mode = m; |
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95 | |
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96 | glDisable (GL_ALPHA_TEST); |
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97 | glDisable (GL_BLEND); |
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98 | |
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99 | if (mode == view::DEPTH) |
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100 | { |
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101 | glEnable (GL_POLYGON_OFFSET_FILL); |
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102 | glPolygonOffset (0, 1); |
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103 | glDepthFunc (GL_LESS); |
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104 | glDisable (GL_LIGHTING); |
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105 | glColorMask (0, 0, 0, 0); |
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106 | //cgGLDisableProfile (vsh_profile); |
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107 | cgGLDisableProfile (fsh_profile); |
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108 | } |
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109 | else |
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110 | { |
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111 | #if 0 |
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112 | glEnable (GL_MINMAX); |
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113 | #endif |
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114 | glDisable (GL_POLYGON_OFFSET_FILL); |
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115 | glDepthFunc (GL_LESS); |
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116 | glDepthMask (0); |
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117 | cgGLEnableProfile (vsh_profile); |
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118 | cgGLEnableProfile (fsh_profile); |
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119 | } |
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120 | |
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121 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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122 | (*i)->display (*this); |
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123 | |
103 | ctx.drawn.clear (); |
124 | drawn.clear (); |
104 | |
125 | |
105 | glColorMask (1, 1, 1, 0); |
126 | glColorMask (1, 1, 1, 0); |
106 | glDepthMask (1); |
127 | glDepthMask (1); |
107 | } |
128 | } |
108 | |
129 | |