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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.21 by root, Wed Oct 6 02:12:59 2004 UTC vs.
Revision 1.32 by root, Wed Oct 6 17:55:40 2004 UTC

1#include <cmath> 1#include <cmath>
2
3#include <GL/gl.h>
4#include <GL/glext.h>
2 5
3#include "oct.h" 6#include "oct.h"
4#include "view.h" 7#include "view.h"
5 8
9 static GLenum gl_error;
6view::view () 10view::view ()
7: gamma(1.0) 11: gamma(1.0)
8{ 12{
9} 13}
10 14
28 glViewport (0, 0, w, h); 32 glViewport (0, 0, w, h);
29 33
30 glMatrixMode (GL_PROJECTION); 34 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 35 glLoadIdentity ();
32 36
37 gl_error = glGetError ();
33 GLdouble aspect = (GLdouble)w/h; 38 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1; 39 GLdouble zNear = 0.1;
35 GLdouble zFar = 50.; 40 GLdouble zFar = 50.;
36 41
42 gl_error = glGetError ();
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
39 45
46 gl_error = glGetError ();
40 d = normalize (d);//D 47 d = normalize (d);//D
41 u = normalize (u);//D 48 u = normalize (u);//D
42 vec3 rz = -d; 49 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 50 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 51 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
45 53
46 matrix &m = projection; 54 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
48 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 56 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
49 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 57 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
50 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 58 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
59 gl_error = glGetError ();
51 60
52 glMultMatrixf ((GLfloat *)m.data); 61 glMultMatrixf ((GLfloat *)m.data);
53 62
63 gl_error = glGetError ();
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
55 65
66 gl_error = glGetError ();
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) ); 67 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) ); 68 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) ); 69 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) ); 70 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) ); 71 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) ); 72 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 73
74 gl_error = glGetError ();
63 glMatrixMode (GL_MODELVIEW); 75 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 76 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z); 77 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
66} 79}
67 80
68void view::begin () 81void view::begin ()
69{ 82{
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85
70 vismap.clear (); 86 vismap.clear ();
71 vislist.clear (); 87 vislist.clear ();
72 88
73 generation++; 89 generation++;
74 90
75 reset_projection (); 91 reset_projection ();
76 92
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
94 ;
95 farlist.clear ();
96
77 // check occlusion queries here 97 // check occlusion queries here
98#if 0
78 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) 99 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
79 printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); 100 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
101 occ_query_result ((*i)->occ_query);
80 102
81 checklist.clear (); 103 checklist.clear ();
104#endif
82 105
83 world.detect_visibility (*this); 106 world.detect_visibility (*this);
84} 107}
85 108
86void view::end () 109void view::end ()
100 glEnable (GL_POLYGON_OFFSET_FILL); 123 glEnable (GL_POLYGON_OFFSET_FILL);
101 glPolygonOffset (0, 1); 124 glPolygonOffset (0, 1);
102 glDepthFunc (GL_LESS); 125 glDepthFunc (GL_LESS);
103 glDisable (GL_LIGHTING); 126 glDisable (GL_LIGHTING);
104 glColorMask (0, 0, 0, 0); 127 glColorMask (0, 0, 0, 0);
105 //cgGLDisableProfile (CG_PROFILE_ARBVP1); 128 cgGLEnableProfile (vsh_profile);// z-fighting??
106 cgGLDisableProfile (CG_PROFILE_ARBFP1); 129 cgGLDisableProfile (fsh_profile);
107 } 130 }
108 else 131 else
109 { 132 {
110#if 0
111 glEnable (GL_MINMAX); 133 glEnable (GL_MINMAX);
112#endif
113 glDisable (GL_POLYGON_OFFSET_FILL); 134 glDisable (GL_POLYGON_OFFSET_FILL);
114 glDepthFunc (GL_LESS); 135 glDepthFunc (GL_LESS);
115 glDepthMask (0); 136 glDepthMask (0);
116 cgGLEnableProfile (CG_PROFILE_ARBVP1); 137 cgGLEnableProfile (vsh_profile);
117 cgGLEnableProfile (CG_PROFILE_ARBFP1); 138 cgGLEnableProfile (fsh_profile);
118 } 139 }
119 140
120 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 141 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
121 (*i)->display (*this); 142 (*i)->display (*this);
122 143
123 drawn.clear (); 144 drawn.clear ();
124 145
146 if (mode == view::LIGHTED)
147 {
148 glEnable (GL_DEPTH_CLAMP_NV);
149 glDepthFunc (GL_LESS);
150 glEnable (GL_COLOR_MATERIAL);
151 glDisable (GL_LIGHTING);
152#if 1
153 cgGLDisableProfile (vsh_profile);
154 cgGLDisableProfile (fsh_profile);
155#endif
156 glShadeModel (GL_FLAT);
157
158 static int count; count++;
159 if (farlist.size ())
160 printf ("%d: size %d\n", count, farlist.size ());
161
162 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
163 {
164 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
165 (*i)->draw_bbox (*this);
166 }
167
168 glEnable (GL_DEPTH_TEST);
169 glDisable (GL_DEPTH_CLAMP_NV);
170 glShadeModel (GL_SMOOTH);
171 }
172
125 glColorMask (1, 1, 1, 0); 173 glColorMask (1, 1, 1, 0);
126 glDepthMask (1); 174 glDepthMask (1);
175
127} 176}
128 177
129 178

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