--- libgender/view.C 2004/11/04 04:46:58 1.71 +++ libgender/view.C 2004/11/06 04:26:18 1.74 @@ -110,10 +110,30 @@ GLdouble ymax = z_near * ftan; GLdouble xmax = ymax * aspect; + matrix perspective; +#if 1 + { + matrix &m = perspective; + + m(0,0) = 1.F / xmax; m(0,1) = 0; m(0,2) = 0; m(0,3) = 0; + m(1,0) = 0; m(1,1) = 1.F / ymax; m(1,2) = 0; m(1,3) = 0; + m(2,0) = 0; m(2,1) = 0; m(2,2) = -2.F / z_far; m(2,3) = 0; + m(3,0) = 0; m(3,1) = 0; m(3,2) = -1; m(3,3) = 0; + + glLoadMatrixf (perspective); + } +#else glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); +#endif + + glGetFloatv (GL_PROJECTION_MATRIX, perspective); perspfact = z_near / ymax * 0.5F * h; + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + matrix &m = projection; + d = normalize (d);//D u = normalize (u);//D @@ -121,7 +141,6 @@ vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - matrix &m = projection; m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; @@ -133,7 +152,9 @@ glMultMatrixf (m); - glGetFloatv (GL_PROJECTION_MATRIX, m); + glGetFloatv (GL_MODELVIEW_MATRIX, m); + + m = perspective * m; 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) ); 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) ); @@ -158,8 +179,6 @@ frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); } - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); glTranslatef (-p.x, -p.y, -p.z); } @@ -293,16 +312,16 @@ lightvec = xyz (lightpos - model_view_matrix * vin.vertex); camdist = max (1 - length (lightvec) / radius, 0); + + fsh (); } -shader::temp_3f linear_light::operator ()() +void linear_light::fsh () { using namespace shader::compile; - temp_3f res; - res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); - - return res; + sh_lightvec = lightvec; + sh_colour = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); }