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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 1.30 by root, Wed Oct 6 16:19:14 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
6view::view () 9view::view ()
7: mode(LIGHTED) 10: gamma(1.0)
8{ 11{
9} 12}
10 13
11view::~view () 14view::~view ()
12{ 15{
19 22
20 drawn.insert (e); 23 drawn.insert (e);
21 return true; 24 return true;
22} 25}
23 26
24void view::draw () 27void view::reset_projection ()
25{ 28{
26 // check occlusion queries here
27
28 generation++;
29
30 renormalize (orig, p); 29 renormalize (orig, p);
31 30
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); 31 glViewport (0, 0, w, h);
56 32
57 glMatrixMode (GL_PROJECTION); 33 glMatrixMode (GL_PROJECTION);
58 glLoadIdentity (); 34 glLoadIdentity ();
59 35
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) ); 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 glMatrixMode (GL_MODELVIEW); 66 glMatrixMode (GL_MODELVIEW);
91 glLoadIdentity (); 67 glLoadIdentity ();
92 glTranslatef (-p.x, -p.y, -p.z); 68 glTranslatef (-p.x, -p.y, -p.z);
69}
93 70
71void view::begin ()
72{
73 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
74 glDepthRange (0, 1. - (1. / pow (2., 16.)));
75
76 vismap.clear ();
94 vislist.clear (); 77 vislist.clear ();
78
79 generation++;
80
81 reset_projection ();
82
83 // check occlusion queries here
84#if 0
85 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
86 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
87 occ_query_result ((*i)->occ_query);
88
95 checklist.clear (); 89 checklist.clear ();
90#endif
91
96 world.detect_visibility (*this); 92 world.detect_visibility (*this);
93}
97 94
95void view::end ()
96{
97 vismap.clear ();
98}
99
100void view::pass (enum mode m)
101{
102 mode = m;
103
104 glDisable (GL_ALPHA_TEST);
105 glDisable (GL_BLEND);
106
107 if (mode == view::DEPTH)
108 {
109 glEnable (GL_POLYGON_OFFSET_FILL);
110 glPolygonOffset (0, 1);
111 glDepthFunc (GL_LESS);
112 glDisable (GL_LIGHTING);
113 glColorMask (0, 0, 0, 0);
114 cgGLEnableProfile (vsh_profile);// z-fighting??
115 cgGLDisableProfile (fsh_profile);
116 }
117 else
118 {
119 glEnable (GL_MINMAX);
120 glDisable (GL_POLYGON_OFFSET_FILL);
121 glDepthFunc (GL_LESS);
122 glDepthMask (0);
123 cgGLEnableProfile (vsh_profile);
124 cgGLEnableProfile (fsh_profile);
125 }
126
98 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 127 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
99 (*i)->display (*this); 128 (*i)->display (*this);
100 129
101 drawn.clear (); 130 drawn.clear ();
102 131
132 if (mode == view::LIGHTED)
133 {
134 glEnable (GL_DEPTH_CLAMP_NV);
135 glDepthFunc (GL_LESS);
136 glEnable (GL_COLOR_MATERIAL);
137 glDisable (GL_LIGHTING);
138#if 1
139 cgGLDisableProfile (vsh_profile);
140 cgGLDisableProfile (fsh_profile);
141#endif
142 glShadeModel (GL_FLAT);
143
144 static int count; count++;
145 if (farlist.size ())
146 printf ("%d: size %d\n", count, farlist.size ());
147
148 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
149 {
150 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
151 (*i)->draw_bbox (*this);
152 }
153
154 farlist.clear ();
155
156 glEnable (GL_DEPTH_TEST);
157 glDisable (GL_DEPTH_CLAMP_NV);
158 glShadeModel (GL_SMOOTH);
159 }
160
103 glColorMask (1, 1, 1, 0); 161 glColorMask (1, 1, 1, 0);
104 glDepthMask (1); 162 glDepthMask (1);
163
105} 164}
106 165
107 166

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