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4 | #include <GL/glext.h> |
4 | #include <GL/glext.h> |
5 | |
5 | |
6 | #include "oct.h" |
6 | #include "oct.h" |
7 | #include "view.h" |
7 | #include "view.h" |
8 | |
8 | |
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9 | static GLenum gl_error; |
9 | view::view () |
10 | view::view () |
10 | : gamma(1.0) |
11 | : gamma(1.0) |
11 | { |
12 | { |
12 | } |
13 | } |
13 | |
14 | |
14 | view::~view () |
15 | view::~view () |
15 | { |
16 | { |
16 | } |
17 | } |
17 | |
18 | |
18 | bool view::may_draw (entity_base *e) |
19 | bool view::may_draw (const entity *e) |
19 | { |
20 | { |
20 | if (drawn.find (e) != drawn.end ()) |
21 | if (drawn.find (e) != drawn.end ()) |
21 | return false; |
22 | return false; |
22 | |
23 | |
23 | drawn.insert (e); |
24 | drawn.insert (e); |
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31 | glViewport (0, 0, w, h); |
32 | glViewport (0, 0, w, h); |
32 | |
33 | |
33 | glMatrixMode (GL_PROJECTION); |
34 | glMatrixMode (GL_PROJECTION); |
34 | glLoadIdentity (); |
35 | glLoadIdentity (); |
35 | |
36 | |
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37 | gl_error = glGetError (); |
36 | GLdouble aspect = (GLdouble)w/h; |
38 | GLdouble aspect = (GLdouble)w/h; |
37 | GLdouble zNear = 0.1; |
39 | GLdouble zNear = 1.; |
38 | GLdouble zFar = 50.; |
40 | GLdouble zFar = 500.; |
39 | |
41 | |
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42 | gl_error = glGetError (); |
40 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
43 | GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
41 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
44 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
42 | |
45 | |
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46 | gl_error = glGetError (); |
43 | d = normalize (d);//D |
47 | d = normalize (d);//D |
44 | u = normalize (u);//D |
48 | u = normalize (u);//D |
45 | vec3 rz = -d; |
49 | vec3 rz = -d; |
46 | vec3 rx = cross (u, rz); |
50 | vec3 rx = cross (u, rz); |
47 | vec3 ry = cross (rz, rx); |
51 | vec3 ry = cross (rz, rx); |
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52 | gl_error = glGetError (); |
48 | |
53 | |
49 | matrix &m = projection; |
54 | matrix &m = projection; |
50 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
55 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
51 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
56 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
52 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
57 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
53 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
58 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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59 | gl_error = glGetError (); |
54 | |
60 | |
55 | glMultMatrixf ((GLfloat *)m.data); |
61 | glMultMatrixf ((GLfloat *)m.data); |
56 | |
62 | |
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63 | gl_error = glGetError (); |
57 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
64 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
58 | |
65 | |
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66 | gl_error = glGetError (); |
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) ); |
67 | 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) ); |
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) ); |
68 | 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) ); |
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) ); |
69 | 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) ); |
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) ); |
70 | 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) ); |
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) ); |
71 | 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) ); |
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) ); |
72 | 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) ); |
65 | |
73 | |
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74 | gl_error = glGetError (); |
66 | glMatrixMode (GL_MODELVIEW); |
75 | glMatrixMode (GL_MODELVIEW); |
67 | glLoadIdentity (); |
76 | glLoadIdentity (); |
68 | glTranslatef (-p.x, -p.y, -p.z); |
77 | glTranslatef (-p.x, -p.y, -p.z); |
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78 | gl_error = glGetError (); |
69 | } |
79 | } |
70 | |
80 | |
71 | void view::begin () |
81 | void view::begin () |
72 | { |
82 | { |
73 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
83 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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131 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
141 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
132 | (*i)->display (*this); |
142 | (*i)->display (*this); |
133 | |
143 | |
134 | drawn.clear (); |
144 | drawn.clear (); |
135 | |
145 | |
136 | if (mode == view::LIGHTED) |
146 | if (mode == view::DEPTH || 1) |
137 | { |
147 | { |
138 | glEnable (GL_DEPTH_CLAMP_NV); |
148 | glEnable (GL_DEPTH_CLAMP_NV); |
139 | glDepthFunc (GL_LESS); |
149 | glDepthFunc (GL_LESS); |
140 | glEnable (GL_COLOR_MATERIAL); |
150 | glEnable (GL_COLOR_MATERIAL); |
141 | glDisable (GL_LIGHTING); |
151 | glDisable (GL_LIGHTING); |
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143 | cgGLDisableProfile (vsh_profile); |
153 | cgGLDisableProfile (vsh_profile); |
144 | cgGLDisableProfile (fsh_profile); |
154 | cgGLDisableProfile (fsh_profile); |
145 | #endif |
155 | #endif |
146 | glShadeModel (GL_FLAT); |
156 | glShadeModel (GL_FLAT); |
147 | |
157 | |
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158 | #if 0 |
148 | static int count; count++; |
159 | static int count; count++; |
149 | if (farlist.size ()) |
160 | if (farlist.size ()) |
150 | printf ("%d: size %d\n", count, farlist.size ()); |
161 | printf ("%d: size %d\n", count, farlist.size ()); |
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162 | #endif |
151 | |
163 | |
152 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
164 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
153 | { |
165 | { |
154 | glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin())); |
166 | glColor3f (1,0,0); |
155 | (*i)->draw_bbox (*this); |
167 | (*i)->draw_bbox (*this); |
156 | } |
168 | } |
157 | |
169 | |
158 | glEnable (GL_DEPTH_TEST); |
170 | glEnable (GL_DEPTH_TEST); |
159 | glDisable (GL_DEPTH_CLAMP_NV); |
171 | glDisable (GL_DEPTH_CLAMP_NV); |