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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.14 by root, Tue Oct 5 08:28:39 2004 UTC vs.
Revision 1.23 by root, Wed Oct 6 05:24:03 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 cgGLDisableProfile (CG_PROFILE_ARBVP1);
40 cgGLDisableProfile (CG_PROFILE_ARBFP1);
41 }
42 else
43 {
44 glDisable (GL_POLYGON_OFFSET_FILL);
45 glDrawBuffer (GL_BACK);
46 glDepthFunc (GL_LEQUAL);
47 glEnable (GL_LIGHTING);
48 glDepthMask (0);
49 cgGLEnableProfile (CG_PROFILE_ARBVP1);
50 cgGLEnableProfile (CG_PROFILE_ARBFP1);
51 }
52
53 glViewport (0, 0, w, h); 28 glViewport (0, 0, w, h);
54 29
55 glMatrixMode (GL_PROJECTION); 30 glMatrixMode (GL_PROJECTION);
56 glLoadIdentity (); 31 glLoadIdentity ();
57 32
66 u = normalize (u);//D 41 u = normalize (u);//D
67 vec3 rz = -d; 42 vec3 rz = -d;
68 vec3 rx = cross (u, rz); 43 vec3 rx = cross (u, rz);
69 vec3 ry = cross (rz, rx); 44 vec3 ry = cross (rz, rx);
70 45
71 matrix &m = ctx.projection; 46 matrix &m = projection;
72 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;
73 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;
74 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;
75 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;
76 51
77 glMultMatrixf ((GLfloat *)m.data); 52 glMultMatrixf ((GLfloat *)m.data);
78 53
79 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
80 55
81 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) );
82 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) );
83 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) );
84 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) );
85 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) );
86 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) );
87 62
88 glMatrixMode (GL_MODELVIEW); 63 glMatrixMode (GL_MODELVIEW);
89 glLoadIdentity (); 64 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66}
90 67
91 world.draw (ctx); 68void view::begin ()
69{
70 vismap.clear ();
71 vislist.clear ();
92 72
73 generation++;
74
75 reset_projection ();
76
77 // check occlusion queries here
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
79 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
80 occ_query_result ((*i)->occ_query);
81
82 checklist.clear ();
83
84 world.detect_visibility (*this);
85}
86
87void view::end ()
88{
89 vismap.clear ();
90}
91
92void view::pass (enum mode m)
93{
94 mode = m;
95
96 glDisable (GL_ALPHA_TEST);
97 glDisable (GL_BLEND);
98
99 if (mode == view::DEPTH)
100 {
101 glEnable (GL_POLYGON_OFFSET_FILL);
102 glPolygonOffset (0, 1);
103 glDepthFunc (GL_LESS);
104 glDisable (GL_LIGHTING);
105 glColorMask (0, 0, 0, 0);
106 //cgGLDisableProfile (vsh_profile);
107 cgGLDisableProfile (fsh_profile);
108 }
109 else
110 {
111#if 0
112 glEnable (GL_MINMAX);
113#endif
114 glDisable (GL_POLYGON_OFFSET_FILL);
115 glDepthFunc (GL_LESS);
116 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile);
118 cgGLEnableProfile (fsh_profile);
119 }
120
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this);
123
93 ctx.drawn.clear (); 124 drawn.clear ();
94 125
95 glColorMask (1, 1, 1, 0); 126 glColorMask (1, 1, 1, 0);
96 glDepthMask (1); 127 glDepthMask (1);
97} 128}
98 129

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