ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/view.C
(Generate patch)

Comparing libgender/view.C (file contents):
Revision 1.6 by root, Mon Oct 4 23:44:54 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
6draw_context::draw_context (view &v) 9view::view ()
7: v(v), l(0), mode(LIGHTED) 10: gamma(1.0)
8{ 11{
9} 12}
10 13
11draw_context::~draw_context () 14view::~view ()
12{ 15{
13} 16}
14 17
15bool draw_context::may_draw (entity_base *e) 18bool view::may_draw (entity_base *e)
16{ 19{
17 if (drawn.find (e) != drawn.end ()) 20 if (drawn.find (e) != drawn.end ())
18 return false; 21 return false;
19 22
20 drawn.insert (e); 23 drawn.insert (e);
21 return true; 24 return true;
22} 25}
23 26
24void view::draw (draw_context &ctx) 27void view::reset_projection ()
25{ 28{
26 // check occlusion queries here
27
28 ctx.generation++;
29
30 renormalize (orig, p); 29 renormalize (orig, p);
31 30
32 if (ctx.mode == draw_context::DEPTH)
33 {
34 glEnable (GL_POLYGON_OFFSET_FILL);
35 glPolygonOffset (0, 1);
36 glDepthFunc (GL_LESS);
37 glDisable (GL_LIGHTING);
38 glColorMask (0, 0, 0, 0);
39 }
40 else
41 {
42 glDisable (GL_POLYGON_OFFSET_FILL);
43 glDrawBuffer (GL_BACK);
44 glDepthFunc (GL_LEQUAL);
45 glEnable (GL_LIGHTING);
46 glDepthMask (0);
47 }
48
49 glViewport (0, 0, w, h); 31 glViewport (0, 0, w, h);
50 32
51 glMatrixMode (GL_PROJECTION); 33 glMatrixMode (GL_PROJECTION);
52 glLoadIdentity (); 34 glLoadIdentity ();
53 35
62 u = normalize (u);//D 44 u = normalize (u);//D
63 vec3 rz = -d; 45 vec3 rz = -d;
64 vec3 rx = cross (u, rz); 46 vec3 rx = cross (u, rz);
65 vec3 ry = cross (rz, rx); 47 vec3 ry = cross (rz, rx);
66 48
67 gl_matrix &m = ctx.projection; 49 matrix &m = projection;
68 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; 50 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
69 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; 51 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
70 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; 52 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
71 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 53 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
72 54
73 glMultMatrixf ((GLfloat *)m.data); 55 glMultMatrixf ((GLfloat *)m.data);
74 56
75 //glTranslatef (-p.x, -p.y, -p.z);
76
77 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 57 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
78 58
79 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) ); 59 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) );
80 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) ); 60 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) );
81 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) ); 61 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) );
82 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) ); 62 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) );
83 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) ); 63 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) );
84 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) ); 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) );
85 65
86 glMatrixMode (GL_MODELVIEW); 66 glMatrixMode (GL_MODELVIEW);
87 glLoadIdentity (); 67 glLoadIdentity ();
68 glTranslatef (-p.x, -p.y, -p.z);
69}
88 70
89 world.draw (ctx); 71void view::begin ()
72{
73 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
74 glDepthRange (0, 1. - (1. / pow (2., 16.)));
90 75
76 vismap.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
89 checklist.clear ();
90#endif
91
92 world.detect_visibility (*this);
93}
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
127 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
128 (*i)->display (*this);
129
91 ctx.drawn.clear (); 130 drawn.clear ();
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 }
92 160
93 glColorMask (1, 1, 1, 0); 161 glColorMask (1, 1, 1, 0);
94 glDepthMask (1); 162 glDepthMask (1);
163
95} 164}
96 165
97 166

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines