--- libgender/view.C 2004/10/05 03:52:13 1.10 +++ libgender/view.C 2004/10/06 15:54:23 1.27 @@ -1,24 +1,21 @@ #include +#include +#include + #include "oct.h" #include "view.h" -draw_context::draw_context (view &v) -: v(v), l(0), mode(LIGHTED) -{ -} - -draw_context::~draw_context () +view::view () +: gamma(1.0) { } -void draw_context::transform (const matrix &m) +view::~view () { - modelview = modelview * m; - mvp = projection * modelview; } -bool draw_context::may_draw (entity_base *e) +bool view::may_draw (entity_base *e) { if (drawn.find (e) != drawn.end ()) return false; @@ -27,31 +24,10 @@ return true; } -void view::draw (draw_context &ctx) +void view::reset_projection () { - // check occlusion queries here - - ctx.generation++; - renormalize (orig, p); - if (ctx.mode == draw_context::DEPTH) - { - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (0, 1); - glDepthFunc (GL_LESS); - glDisable (GL_LIGHTING); - glColorMask (0, 0, 0, 0); - } - else - { - glDisable (GL_POLYGON_OFFSET_FILL); - glDrawBuffer (GL_BACK); - glDepthFunc (GL_LEQUAL); - glEnable (GL_LIGHTING); - glDepthMask (0); - } - glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); @@ -70,35 +46,121 @@ vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); - matrix &m = ctx.projection; - m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; - m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; - m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; + 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; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; glMultMatrixf ((GLfloat *)m.data); glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); - 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) ); - 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) ); - 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) ); - 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) ); - 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) ); - 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) ); - - for (int i = 0; i < 4; i++) - for (int j = 0; j < 4 ; j++) - mvp[i][j] = m(i,j); + 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) ); + 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) ); + 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) ); + 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) ); + 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) ); + + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + glTranslatef (-p.x, -p.y, -p.z); +} + +void view::begin () +{ + vismap.clear (); + vislist.clear (); + + generation++; + + reset_projection (); + + // check occlusion queries here +#if 0 + for (vector::iterator i = checklist.begin (); i != checklist.end (); ++i) + //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); + occ_query_result ((*i)->occ_query); + + checklist.clear (); +#endif + + world.detect_visibility (*this); +} + +void view::end () +{ + vismap.clear (); +} + +void view::pass (enum mode m) +{ + mode = m; + + glDisable (GL_ALPHA_TEST); + glDisable (GL_BLEND); + + if (mode == view::DEPTH) + { + glEnable (GL_POLYGON_OFFSET_FILL); + glPolygonOffset (0, 1); + glDepthFunc (GL_LESS); + glDisable (GL_LIGHTING); + glColorMask (0, 0, 0, 0); + cgGLEnableProfile (vsh_profile);// z-fighting?? + cgGLDisableProfile (fsh_profile); + } + else + { + glEnable (GL_MINMAX); + glDisable (GL_POLYGON_OFFSET_FILL); + glDepthFunc (GL_LESS); + glDepthMask (0); + cgGLEnableProfile (vsh_profile); + cgGLEnableProfile (fsh_profile); + } + + for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) + (*i)->display (*this); + + drawn.clear (); - ctx.modelview.identity (); + if (mode == view::LIGHTED) + { + cgGLDisableProfile (vsh_profile); + cgGLDisableProfile (fsh_profile); + glEnable (GL_DEPTH_CLAMP_NV); + glDepthFunc (GL_LEQUAL); + glDisable (GL_DEPTH_TEST); + glEnable (GL_COLOR_MATERIAL); + glDisable (GL_CULL_FACE); +#if 0 + cgGLDisableProfile (vsh_profile); + cgGLDisableProfile (fsh_profile); +#endif + GLfloat m[4] = { 1, 0, 1, 0 }; + glColor3f (1, 0, 1); + glNormal3f (0.7, 0.5, 0.9); + glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, m); + glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m); + + static int count; count++; + if (farlist.size ()) + printf ("%d: size %d\n", count, farlist.size ()); - world.draw (ctx); + for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) + (*i)->draw_bbox (*this); - ctx.drawn.clear (); + farlist.clear (); + + glEnable (GL_DEPTH_TEST); + glDisable (GL_DEPTH_CLAMP_NV); + } glColorMask (1, 1, 1, 0); glDepthMask (1); + }