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#include <cmath> |
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#include "oct.h" |
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#include "view.h" |
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draw_context::draw_context () |
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{ |
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} |
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draw_context::~draw_context () |
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{ |
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} |
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bool draw_context::may_draw (entity_base *e) |
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{ |
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if (drawn.find (e) != drawn.end ()) |
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return false; |
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drawn.insert (e); |
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return true; |
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} |
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void view::draw (draw_context &ctx) |
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{ |
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glViewport (0, 0, w, h); |
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glMatrixMode (GL_PROJECTION); |
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glLoadIdentity (); |
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GLdouble aspect = (GLdouble)w/h; |
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GLdouble zNear = 0.0001; |
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GLdouble zFar = 1000.; |
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GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
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vec3 rz = -d; |
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vec3 rx = cross (u, rz); |
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vec3 ry = cross (rz, rx); |
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GLfloat m[4][4]; |
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m[0][0] = rx.x; m[0][1] = rx.y; m[0][2] = rx.z; m[0][3] = 0; |
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m[1][0] = ry.x; m[1][1] = ry.y; m[1][2] = ry.z; m[1][3] = 0; |
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m[2][0] = rz.x; m[2][1] = rz.y; m[2][2] = rz.z; m[2][3] = 0; |
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m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; |
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glMultMatrixf ((GLfloat *)m); |
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glTranslatef (-p.x, -p.y, -p.z); |
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glMatrixMode (GL_MODELVIEW); |
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glLoadIdentity (); |
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world.draw (ctx); |
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} |
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