… | |
… | |
108 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble aspect = (GLdouble)w/h; |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
110 | GLdouble ymax = z_near * ftan; |
110 | GLdouble ymax = z_near * ftan; |
111 | GLdouble xmax = ymax * aspect; |
111 | GLdouble xmax = ymax * aspect; |
112 | |
112 | |
|
|
113 | matrix perspective; |
|
|
114 | #if 1 |
|
|
115 | { |
|
|
116 | matrix &m = perspective; |
|
|
117 | |
|
|
118 | m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; |
|
|
119 | m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; |
|
|
120 | m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0; |
|
|
121 | m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; |
|
|
122 | |
|
|
123 | glLoadMatrixf (perspective); |
|
|
124 | } |
|
|
125 | #else |
113 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
126 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
|
|
127 | #endif |
|
|
128 | |
|
|
129 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
114 | |
130 | |
115 | perspfact = z_near / ymax * 0.5F * h; |
131 | perspfact = z_near / ymax * 0.5F * h; |
|
|
132 | |
|
|
133 | glMatrixMode (GL_MODELVIEW); |
|
|
134 | glLoadIdentity (); |
|
|
135 | matrix &m = projection; |
116 | |
136 | |
117 | d = normalize (d);//D |
137 | d = normalize (d);//D |
118 | u = normalize (u);//D |
138 | u = normalize (u);//D |
119 | |
139 | |
120 | vec3 rz = -d; |
140 | vec3 rz = -d; |
121 | vec3 rx = cross (u, rz); |
141 | vec3 rx = cross (u, rz); |
122 | vec3 ry = cross (rz, rx); |
142 | vec3 ry = cross (rz, rx); |
123 | |
143 | |
124 | matrix &m = projection; |
|
|
125 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
144 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
126 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
145 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
127 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
146 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
128 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
147 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
129 | |
148 | |
… | |
… | |
131 | //printf ("diagfact = %f\n", diagfact); |
150 | //printf ("diagfact = %f\n", diagfact); |
132 | diagfact = sqrtf (3.);//D WHY??? |
151 | diagfact = sqrtf (3.);//D WHY??? |
133 | |
152 | |
134 | glMultMatrixf (m); |
153 | glMultMatrixf (m); |
135 | |
154 | |
136 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
155 | glGetFloatv (GL_MODELVIEW_MATRIX, m); |
|
|
156 | |
|
|
157 | m = perspective * m; |
137 | |
158 | |
138 | 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) ); |
159 | 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) ); |
139 | 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) ); |
160 | 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) ); |
140 | 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) ); |
161 | 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) ); |
141 | 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) ); |
162 | 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) ); |
… | |
… | |
156 | GLdouble depth = h / ftan; |
177 | GLdouble depth = h / ftan; |
157 | |
178 | |
158 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
179 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
159 | } |
180 | } |
160 | |
181 | |
161 | glMatrixMode (GL_MODELVIEW); |
|
|
162 | glLoadIdentity (); |
|
|
163 | glTranslatef (-p.x, -p.y, -p.z); |
182 | glTranslatef (-p.x, -p.y, -p.z); |
164 | } |
183 | } |
165 | |
184 | |
166 | void view::begin () |
185 | void view::begin () |
167 | { |
186 | { |
… | |
… | |
291 | { |
310 | { |
292 | using namespace shader::compile; |
311 | using namespace shader::compile; |
293 | |
312 | |
294 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
313 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
295 | camdist = max (1 - length (lightvec) / radius, 0); |
314 | camdist = max (1 - length (lightvec) / radius, 0); |
296 | } |
|
|
297 | |
315 | |
298 | shader::temp_3f linear_light::operator ()() |
316 | fsh (); |
|
|
317 | } |
|
|
318 | |
|
|
319 | void linear_light::fsh () |
299 | { |
320 | { |
300 | using namespace shader::compile; |
321 | using namespace shader::compile; |
301 | |
322 | |
302 | temp_3f res; |
323 | sh_lightvec = lightvec; |
303 | res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
324 | sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
304 | |
|
|
305 | return res; |
|
|
306 | } |
325 | } |
307 | |
326 | |
308 | |
327 | |