1 | #include <cmath> |
1 | #include <cmath> |
2 | |
2 | |
3 | #include "oct.h" |
3 | #include "oct.h" |
4 | #include "view.h" |
4 | #include "view.h" |
5 | |
5 | |
6 | draw_context::draw_context (view &v) |
6 | view::view () |
7 | : v(v), l(0), mode(LIGHTED) |
7 | : mode(LIGHTED) |
8 | { |
8 | { |
9 | } |
9 | } |
10 | |
10 | |
11 | draw_context::~draw_context () |
11 | view::~view () |
12 | { |
12 | { |
13 | } |
13 | } |
14 | |
14 | |
15 | bool draw_context::may_draw (entity_base *e) |
15 | bool view::may_draw (entity_base *e) |
16 | { |
16 | { |
17 | if (drawn.find (e) != drawn.end ()) |
17 | if (drawn.find (e) != drawn.end ()) |
18 | return false; |
18 | return false; |
19 | |
19 | |
20 | drawn.insert (e); |
20 | drawn.insert (e); |
21 | return true; |
21 | return true; |
22 | } |
22 | } |
23 | |
23 | |
24 | void view::draw (draw_context &ctx) |
24 | void view::draw () |
25 | { |
25 | { |
26 | // check occlusion queries here |
26 | // check occlusion queries here |
27 | |
27 | |
28 | ctx.generation++; |
28 | generation++; |
29 | |
29 | |
30 | renormalize (orig, p); |
30 | renormalize (orig, p); |
31 | |
31 | |
32 | glDisable (GL_ALPHA_TEST); |
32 | glDisable (GL_ALPHA_TEST); |
33 | glDisable (GL_BLEND); |
33 | glDisable (GL_BLEND); |
34 | |
34 | |
35 | if (ctx.mode == draw_context::DEPTH) |
35 | if (mode == view::DEPTH) |
36 | { |
36 | { |
37 | glEnable (GL_POLYGON_OFFSET_FILL); |
37 | glEnable (GL_POLYGON_OFFSET_FILL); |
38 | glPolygonOffset (0, 1); |
38 | glPolygonOffset (0, 1); |
39 | glDepthFunc (GL_LESS); |
39 | glDepthFunc (GL_LESS); |
40 | glDisable (GL_LIGHTING); |
40 | glDisable (GL_LIGHTING); |
… | |
… | |
68 | u = normalize (u);//D |
68 | u = normalize (u);//D |
69 | vec3 rz = -d; |
69 | vec3 rz = -d; |
70 | vec3 rx = cross (u, rz); |
70 | vec3 rx = cross (u, rz); |
71 | vec3 ry = cross (rz, rx); |
71 | vec3 ry = cross (rz, rx); |
72 | |
72 | |
73 | matrix &m = ctx.projection; |
73 | matrix &m = projection; |
74 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
74 | 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) = 0; |
75 | 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) = 0; |
76 | 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; |
77 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
78 | |
78 | |
79 | glMultMatrixf ((GLfloat *)m.data); |
79 | glMultMatrixf ((GLfloat *)m.data); |
80 | |
80 | |
81 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
81 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
82 | |
82 | |
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) ); |
83 | 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) ); |
84 | 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) ); |
85 | 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) ); |
86 | 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) ); |
87 | 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) ); |
88 | 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 | |
89 | |
90 | glMatrixMode (GL_MODELVIEW); |
90 | glMatrixMode (GL_MODELVIEW); |
91 | glLoadIdentity (); |
91 | glLoadIdentity (); |
92 | glTranslatef (-p.x, -p.y, -p.z); |
92 | glTranslatef (-p.x, -p.y, -p.z); |
93 | |
93 | |
94 | world.draw (ctx); |
94 | vislist.clear (); |
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95 | checklist.clear (); |
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96 | world.detect_visibility (*this); |
95 | |
97 | |
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98 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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99 | (*i)->display (*this); |
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100 | |
96 | ctx.drawn.clear (); |
101 | drawn.clear (); |
97 | |
102 | |
98 | glColorMask (1, 1, 1, 0); |
103 | glColorMask (1, 1, 1, 0); |
99 | glDepthMask (1); |
104 | glDepthMask (1); |
100 | } |
105 | } |
101 | |
106 | |