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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.10 by root, Tue Oct 5 03:52:13 2004 UTC vs.
Revision 1.27 by root, Wed Oct 6 15:54:23 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
6draw_context::draw_context (view &v) 9view::view ()
7: v(v), l(0), mode(LIGHTED) 10: gamma(1.0)
8{ 11{
9} 12}
10 13
11draw_context::~draw_context () 14view::~view ()
12{ 15{
13} 16}
14 17
15void draw_context::transform (const matrix &m)
16{
17 modelview = modelview * m;
18 mvp = projection * modelview;
19}
20
21bool draw_context::may_draw (entity_base *e) 18bool view::may_draw (entity_base *e)
22{ 19{
23 if (drawn.find (e) != drawn.end ()) 20 if (drawn.find (e) != drawn.end ())
24 return false; 21 return false;
25 22
26 drawn.insert (e); 23 drawn.insert (e);
27 return true; 24 return true;
28} 25}
29 26
30void view::draw (draw_context &ctx) 27void view::reset_projection ()
31{ 28{
32 // check occlusion queries here
33
34 ctx.generation++;
35
36 renormalize (orig, p); 29 renormalize (orig, p);
37 30
38 if (ctx.mode == draw_context::DEPTH)
39 {
40 glEnable (GL_POLYGON_OFFSET_FILL);
41 glPolygonOffset (0, 1);
42 glDepthFunc (GL_LESS);
43 glDisable (GL_LIGHTING);
44 glColorMask (0, 0, 0, 0);
45 }
46 else
47 {
48 glDisable (GL_POLYGON_OFFSET_FILL);
49 glDrawBuffer (GL_BACK);
50 glDepthFunc (GL_LEQUAL);
51 glEnable (GL_LIGHTING);
52 glDepthMask (0);
53 }
54
55 glViewport (0, 0, w, h); 31 glViewport (0, 0, w, h);
56 32
57 glMatrixMode (GL_PROJECTION); 33 glMatrixMode (GL_PROJECTION);
58 glLoadIdentity (); 34 glLoadIdentity ();
59 35
68 u = normalize (u);//D 44 u = normalize (u);//D
69 vec3 rz = -d; 45 vec3 rz = -d;
70 vec3 rx = cross (u, rz); 46 vec3 rx = cross (u, rz);
71 vec3 ry = cross (rz, rx); 47 vec3 ry = cross (rz, rx);
72 48
73 matrix &m = ctx.projection; 49 matrix &m = projection;
74 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; 50 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
75 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; 51 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
76 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; 52 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
77 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 53 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
78 54
79 glMultMatrixf ((GLfloat *)m.data); 55 glMultMatrixf ((GLfloat *)m.data);
80 56
81 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 57 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
82 58
83 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) ); 59 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) );
84 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) ); 60 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) );
85 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) ); 61 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) );
86 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) ); 62 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) );
87 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) ); 63 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) );
88 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) ); 64 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) );
89 65
90 for (int i = 0; i < 4; i++) 66 glMatrixMode (GL_MODELVIEW);
91 for (int j = 0; j < 4 ; j++) 67 glLoadIdentity ();
92 mvp[i][j] = m(i,j); 68 glTranslatef (-p.x, -p.y, -p.z);
69}
93 70
94 ctx.modelview.identity (); 71void view::begin ()
72{
73 vismap.clear ();
74 vislist.clear ();
95 75
96 world.draw (ctx); 76 generation++;
97 77
78 reset_projection ();
79
80 // check occlusion queries here
81#if 0
82 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
83 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
84 occ_query_result ((*i)->occ_query);
85
86 checklist.clear ();
87#endif
88
89 world.detect_visibility (*this);
90}
91
92void view::end ()
93{
94 vismap.clear ();
95}
96
97void view::pass (enum mode m)
98{
99 mode = m;
100
101 glDisable (GL_ALPHA_TEST);
102 glDisable (GL_BLEND);
103
104 if (mode == view::DEPTH)
105 {
106 glEnable (GL_POLYGON_OFFSET_FILL);
107 glPolygonOffset (0, 1);
108 glDepthFunc (GL_LESS);
109 glDisable (GL_LIGHTING);
110 glColorMask (0, 0, 0, 0);
111 cgGLEnableProfile (vsh_profile);// z-fighting??
112 cgGLDisableProfile (fsh_profile);
113 }
114 else
115 {
116 glEnable (GL_MINMAX);
117 glDisable (GL_POLYGON_OFFSET_FILL);
118 glDepthFunc (GL_LESS);
119 glDepthMask (0);
120 cgGLEnableProfile (vsh_profile);
121 cgGLEnableProfile (fsh_profile);
122 }
123
124 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
125 (*i)->display (*this);
126
98 ctx.drawn.clear (); 127 drawn.clear ();
128
129 if (mode == view::LIGHTED)
130 {
131 cgGLDisableProfile (vsh_profile);
132 cgGLDisableProfile (fsh_profile);
133 glEnable (GL_DEPTH_CLAMP_NV);
134 glDepthFunc (GL_LEQUAL);
135 glDisable (GL_DEPTH_TEST);
136 glEnable (GL_COLOR_MATERIAL);
137 glDisable (GL_CULL_FACE);
138#if 0
139 cgGLDisableProfile (vsh_profile);
140 cgGLDisableProfile (fsh_profile);
141#endif
142 GLfloat m[4] = { 1, 0, 1, 0 };
143 glColor3f (1, 0, 1);
144 glNormal3f (0.7, 0.5, 0.9);
145 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, m);
146 glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m);
147
148 static int count; count++;
149 if (farlist.size ())
150 printf ("%d: size %d\n", count, farlist.size ());
151
152 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
153 (*i)->draw_bbox (*this);
154
155 farlist.clear ();
156
157 glEnable (GL_DEPTH_TEST);
158 glDisable (GL_DEPTH_CLAMP_NV);
159 }
99 160
100 glColorMask (1, 1, 1, 0); 161 glColorMask (1, 1, 1, 0);
101 glDepthMask (1); 162 glDepthMask (1);
163
102} 164}
103 165
104 166

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