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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 | |
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113 | matrix perspective; |
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114 | #if 0 |
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115 | { |
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116 | matrix &m = perspective; |
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117 | m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
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118 | m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
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119 | m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
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120 | m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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121 | |
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122 | LoadMatrixf (perspective); |
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123 | } |
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124 | #else |
113 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
125 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
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126 | #endif |
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127 | |
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128 | glGetFloatv (GL_PROJECTION_MATRIX, perspective); |
114 | |
129 | |
115 | perspfact = z_near / ymax * 0.5F * h; |
130 | perspfact = z_near / ymax * 0.5F * h; |
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131 | |
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132 | glMatrixMode (GL_MODELVIEW); |
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133 | glLoadIdentity (); |
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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; |
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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 | |
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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); |
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155 | |
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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) ); |
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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); |
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162 | glLoadIdentity (); |
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163 | glTranslatef (-p.x, -p.y, -p.z); |
181 | glTranslatef (-p.x, -p.y, -p.z); |
164 | } |
182 | } |
165 | |
183 | |
166 | void view::begin () |
184 | void view::begin () |
167 | { |
185 | { |