--- libgender/view.C 2004/10/04 07:04:58 1.4 +++ libgender/view.C 2004/10/04 23:44:54 1.6 @@ -27,7 +27,7 @@ ctx.generation++; - //renormalize (orig, p); + renormalize (orig, p); if (ctx.mode == draw_context::DEPTH) { @@ -52,27 +52,39 @@ glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; - GLdouble zNear = 0.001; - GLdouble zFar = 100.; + GLdouble zNear = 0.1; + GLdouble zFar = 50.; GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); + d = normalize (d);//D + u = normalize (u);//D vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); gl_matrix &m = ctx.projection; - m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; - m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; - m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; + m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; + m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; + m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; glMultMatrixf ((GLfloat *)m.data); + //glTranslatef (-p.x, -p.y, -p.z); + + glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); + + 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) ); + 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) ); + 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) ); + 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) ); + 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) ); + 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) ); + glMatrixMode (GL_MODELVIEW); glLoadIdentity (); - glTranslatef (-p.x, -p.y, -p.z); world.draw (ctx); @@ -82,3 +94,4 @@ glDepthMask (1); } +