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Comparing libgender/view.C (file contents):
Revision 1.17 by root, Wed Oct 6 00:55:37 2004 UTC vs.
Revision 1.18 by root, Wed Oct 6 01:41:30 2004 UTC

2 2
3#include "oct.h" 3#include "oct.h"
4#include "view.h" 4#include "view.h"
5 5
6view::view () 6view::view ()
7: mode(LIGHTED) 7: gamma(1.0)
8{ 8{
9} 9}
10 10
11view::~view () 11view::~view ()
12{ 12{
19 19
20 drawn.insert (e); 20 drawn.insert (e);
21 return true; 21 return true;
22} 22}
23 23
24void view::draw () 24void view::reset_projection ()
25{ 25{
26 // check occlusion queries here
27
28 generation++;
29
30 renormalize (orig, p); 26 renormalize (orig, p);
31 27
32 glDisable (GL_ALPHA_TEST);
33 glDisable (GL_BLEND);
34
35 if (mode == view::DEPTH)
36 {
37 glEnable (GL_POLYGON_OFFSET_FILL);
38 glPolygonOffset (0, 1);
39 glDepthFunc (GL_LESS);
40 glDisable (GL_LIGHTING);
41 glColorMask (0, 0, 0, 0);
42 //cgGLDisableProfile (CG_PROFILE_ARBVP1);
43 cgGLDisableProfile (CG_PROFILE_ARBFP1);
44 }
45 else
46 {
47 glEnable (GL_MINMAX);
48 glDisable (GL_POLYGON_OFFSET_FILL);
49 glDepthFunc (GL_LESS);
50 glDepthMask (0);
51 cgGLEnableProfile (CG_PROFILE_ARBVP1);
52 cgGLEnableProfile (CG_PROFILE_ARBFP1);
53 }
54
55 glViewport (0, 0, w, h); 28 glViewport (0, 0, w, h);
56 29
57 glMatrixMode (GL_PROJECTION); 30 glMatrixMode (GL_PROJECTION);
58 glLoadIdentity (); 31 glLoadIdentity ();
59 32
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) ); 61 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 62
90 glMatrixMode (GL_MODELVIEW); 63 glMatrixMode (GL_MODELVIEW);
91 glLoadIdentity (); 64 glLoadIdentity ();
92 glTranslatef (-p.x, -p.y, -p.z); 65 glTranslatef (-p.x, -p.y, -p.z);
66}
93 67
68void view::begin ()
69{
94 vislist.clear (); 70 vismap.clear ();
71
72 generation++;
73
74 reset_projection ();
75
76 // check occlusion queries here
95 checklist.clear (); 77 checklist.clear ();
78
96 world.detect_visibility (*this); 79 world.detect_visibility (*this);
80}
97 81
82void view::end ()
83{
84 vismap.clear ();
85}
86
87void view::pass (enum mode m)
88{
89 mode = m;
90
91 glDisable (GL_ALPHA_TEST);
92 glDisable (GL_BLEND);
93
94 if (mode == view::DEPTH)
95 {
96 glEnable (GL_POLYGON_OFFSET_FILL);
97 glPolygonOffset (0, 1);
98 glDepthFunc (GL_LESS);
99 glDisable (GL_LIGHTING);
100 glColorMask (0, 0, 0, 0);
101 //cgGLDisableProfile (CG_PROFILE_ARBVP1);
102 cgGLDisableProfile (CG_PROFILE_ARBFP1);
103 }
104 else
105 {
106 glEnable (GL_MINMAX);
107 glDisable (GL_POLYGON_OFFSET_FILL);
108 glDepthFunc (GL_LESS);
109 glDepthMask (0);
110 cgGLEnableProfile (CG_PROFILE_ARBVP1);
111 cgGLEnableProfile (CG_PROFILE_ARBFP1);
112 }
113
98 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 114 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
99 (*i)->display (*this); 115 (*i)->display (*this);
100 116
101 drawn.clear (); 117 drawn.clear ();
102 118

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