… | |
… | |
68 | return true; |
68 | return true; |
69 | } |
69 | } |
70 | |
70 | |
71 | void view::reset_projection () |
71 | void view::reset_projection () |
72 | { |
72 | { |
73 | renormalize (orig, p); |
73 | //renormalize (orig, p); |
74 | |
74 | |
75 | glViewport (0, 0, w, h); |
75 | glViewport (0, 0, w, h); |
76 | |
76 | |
77 | glMatrixMode (GL_PROJECTION); |
77 | glMatrixMode (GL_PROJECTION); |
78 | glLoadIdentity (); |
78 | glLoadIdentity (); |
79 | |
79 | |
80 | GLdouble aspect = (GLdouble)w/h; |
80 | GLdouble aspect = (GLdouble)w/h; |
81 | |
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82 | GLdouble ymax = near * tan (fov * (M_PI / 360.0)); |
81 | GLdouble ymax = near * tan (fov * (M_PI / 360.0)); |
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82 | |
83 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far); |
83 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, near, far); |
84 | |
84 | |
85 | d = normalize (d);//D |
85 | d = normalize (d);//D |
86 | u = normalize (u);//D |
86 | u = normalize (u);//D |
87 | vec3 rz = -d; |
87 | vec3 rz = -d; |
… | |
… | |
92 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
92 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
93 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
93 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
94 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
94 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
95 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
95 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
96 | |
96 | |
97 | diagfact = abs(rz.x) + abs(rz.y) + abs(rz.z); |
97 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
98 | |
98 | |
99 | glMultMatrixf ((GLfloat *)m.data); |
99 | glMultMatrixf (m); |
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100 | glTranslatef (-p.x, -p.y, -p.z); |
100 | |
101 | |
101 | glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
102 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
102 | |
103 | |
103 | 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) ); |
104 | 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) ); |
104 | 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) ); |
105 | 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) ); |
105 | 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) ); |
106 | 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) ); |
106 | 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) ); |
107 | 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) ); |
107 | 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) ); |
108 | 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) ); |
108 | 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) ); |
109 | 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) ); |
109 | |
110 | |
110 | glMatrixMode (GL_MODELVIEW); |
111 | glMatrixMode (GL_MODELVIEW); |
111 | glLoadIdentity (); |
112 | glLoadIdentity (); |
112 | glTranslatef (-p.x, -p.y, -p.z); |
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113 | } |
113 | } |
114 | |
114 | |
115 | void view::begin () |
115 | void view::begin () |
116 | { |
116 | { |
117 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
117 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
… | |
… | |
133 | i->first->event (oq); |
133 | i->first->event (oq); |
134 | } |
134 | } |
135 | |
135 | |
136 | occ_queries.clear (); |
136 | occ_queries.clear (); |
137 | |
137 | |
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138 | nextfar = near; |
138 | world.detect_visibility (*this); |
139 | world.detect_visibility (*this); |
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140 | printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar, |
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141 | frustum.r.n.x, |
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142 | frustum.r.n.y, |
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143 | frustum.r.n.z, |
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144 | frustum.r.d |
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145 | );//D |
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146 | far = nextfar; |
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147 | |
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148 | reset_projection (); |
139 | } |
149 | } |
140 | |
150 | |
141 | void view::end () |
151 | void view::end () |
142 | { |
152 | { |
143 | vismap.clear (); |
153 | vismap.clear (); |
… | |
… | |
155 | glEnable (GL_POLYGON_OFFSET_FILL); |
165 | glEnable (GL_POLYGON_OFFSET_FILL); |
156 | glPolygonOffset (0, 1); |
166 | glPolygonOffset (0, 1); |
157 | glDepthFunc (GL_LESS); |
167 | glDepthFunc (GL_LESS); |
158 | glDisable (GL_LIGHTING); |
168 | glDisable (GL_LIGHTING); |
159 | glColorMask (0, 0, 0, 0); |
169 | glColorMask (0, 0, 0, 0); |
160 | cgGLEnableProfile (vsh_profile);// z-fighting?? |
170 | cgGLDisableProfile (vsh_profile);// z-fighting?? |
161 | cgGLDisableProfile (fsh_profile); |
171 | cgGLDisableProfile (fsh_profile); |
162 | } |
172 | } |
163 | else |
173 | else |
164 | { |
174 | { |
165 | glEnable (GL_MINMAX); |
175 | glEnable (GL_MINMAX); |
166 | glDisable (GL_POLYGON_OFFSET_FILL); |
176 | glDisable (GL_POLYGON_OFFSET_FILL); |
167 | glDepthFunc (GL_LESS); |
177 | glDepthFunc (GL_LESS); |
168 | glDepthMask (0); |
178 | glDepthMask (1); |
169 | cgGLEnableProfile (vsh_profile); |
179 | cgGLEnableProfile (vsh_profile); |
170 | cgGLEnableProfile (fsh_profile); |
180 | cgGLEnableProfile (fsh_profile); |
171 | } |
181 | } |
172 | |
182 | |
173 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
183 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
… | |
… | |
192 | #endif |
202 | #endif |
193 | |
203 | |
194 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
204 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
195 | { |
205 | { |
196 | if (mode == view::DEPTH) begin_occ_query (**i); |
206 | if (mode == view::DEPTH) begin_occ_query (**i); |
197 | if (mode == view::LIGHTED) glColor3f (1,0,0); |
207 | if (mode == view::LIGHTED) glColor3f ((((long)*i >> 6) & 15) / 31. + 0.5,0,0); |
198 | (*i)->draw_bbox (*this); |
208 | (*i)->draw_bbox (*this); |
199 | if (mode == view::DEPTH) end_occ_query (); |
209 | if (mode == view::DEPTH) end_occ_query (); |
200 | } |
210 | } |
201 | |
211 | |
202 | glEnable (GL_DEPTH_TEST); |
212 | glEnable (GL_DEPTH_TEST); |