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Comparing libgender/view.C (file contents):
Revision 1.71 by root, Thu Nov 4 04:46:58 2004 UTC vs.
Revision 1.72 by root, Fri Nov 5 16:02:34 2004 UTC

108 GLdouble aspect = (GLdouble)w/h; 108 GLdouble aspect = (GLdouble)w/h;
109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); 109 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
110 GLdouble ymax = z_near * ftan; 110 GLdouble ymax = z_near * ftan;
111 GLdouble xmax = ymax * aspect; 111 GLdouble xmax = ymax * aspect;
112 112
113 matrix perspective;
114#if 0
115 {
116 matrix &m = perspective;
117 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
118 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
119 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
120 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
121
122 LoadMatrixf (perspective);
123 }
124#else
113 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); 125 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
126#endif
127
128 glGetFloatv (GL_PROJECTION_MATRIX, perspective);
114 129
115 perspfact = z_near / ymax * 0.5F * h; 130 perspfact = z_near / ymax * 0.5F * h;
131
132 glMatrixMode (GL_MODELVIEW);
133 glLoadIdentity ();
134 matrix &m = projection;
116 135
117 d = normalize (d);//D 136 d = normalize (d);//D
118 u = normalize (u);//D 137 u = normalize (u);//D
119 138
120 vec3 rz = -d; 139 vec3 rz = -d;
121 vec3 rx = cross (u, rz); 140 vec3 rx = cross (u, rz);
122 vec3 ry = cross (rz, rx); 141 vec3 ry = cross (rz, rx);
123 142
124 matrix &m = projection;
125 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 143 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
126 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 144 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
127 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 145 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
128 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 146 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
129 147
131 //printf ("diagfact = %f\n", diagfact); 149 //printf ("diagfact = %f\n", diagfact);
132 diagfact = sqrtf (3.);//D WHY??? 150 diagfact = sqrtf (3.);//D WHY???
133 151
134 glMultMatrixf (m); 152 glMultMatrixf (m);
135 153
136 glGetFloatv (GL_PROJECTION_MATRIX, m); 154 glGetFloatv (GL_MODELVIEW_MATRIX, m);
155
156 m = perspective * m;
137 157
138 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) ); 158 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) );
139 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) ); 159 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) );
140 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) ); 160 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) );
141 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) ); 161 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) );
156 GLdouble depth = h / ftan; 176 GLdouble depth = h / ftan;
157 177
158 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); 178 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
159 } 179 }
160 180
161 glMatrixMode (GL_MODELVIEW);
162 glLoadIdentity ();
163 glTranslatef (-p.x, -p.y, -p.z); 181 glTranslatef (-p.x, -p.y, -p.z);
164} 182}
165 183
166void view::begin () 184void view::begin ()
167{ 185{

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