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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.16 by root, Wed Oct 6 00:27:00 2004 UTC vs.
Revision 1.17 by root, Wed Oct 6 00:55:37 2004 UTC

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
6draw_context::draw_context (view &v) 6view::view ()
7: v(v), l(0), mode(LIGHTED) 7: mode(LIGHTED)
8{ 8{
9} 9}
10 10
11draw_context::~draw_context () 11view::~view ()
12{ 12{
13} 13}
14 14
15bool draw_context::may_draw (entity_base *e) 15bool 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
24void view::draw (draw_context &ctx) 24void 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 ();
95 checklist.clear ();
96 world.detect_visibility (*this);
95 97
98 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
99 (*i)->display (*this);
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

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