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/cvs/libgender/view.C
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Comparing libgender/view.C (file contents):
Revision 1.37 by root, Sat Oct 9 16:36:31 2004 UTC vs.
Revision 1.38 by root, Sat Oct 9 21:25:18 2004 UTC

68 return true; 68 return true;
69} 69}
70 70
71void view::reset_projection () 71void 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
82 GLdouble ymax = near * tan (fov * (M_PI / 360.0)); 81 GLdouble ymax = near * tan (fov * (M_PI / 360.0));
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);
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);
113} 113}
114 114
115void view::begin () 115void 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
138 nextfar = near;
138 world.detect_visibility (*this); 139 world.detect_visibility (*this);
140 printf ("far %f nf %f RCP %f,%f,%f +%f\n", far, nextfar,
141 frustum.r.n.x,
142 frustum.r.n.y,
143 frustum.r.n.z,
144 frustum.r.d
145 );//D
146 far = nextfar;
147
148 reset_projection ();
139} 149}
140 150
141void view::end () 151void 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);

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