1 |
#include <cmath> |
2 |
|
3 |
#include "oct.h" |
4 |
#include "view.h" |
5 |
|
6 |
view::view () |
7 |
: gamma(1.0) |
8 |
{ |
9 |
} |
10 |
|
11 |
view::~view () |
12 |
{ |
13 |
} |
14 |
|
15 |
bool view::may_draw (entity_base *e) |
16 |
{ |
17 |
if (drawn.find (e) != drawn.end ()) |
18 |
return false; |
19 |
|
20 |
drawn.insert (e); |
21 |
return true; |
22 |
} |
23 |
|
24 |
void view::reset_projection () |
25 |
{ |
26 |
renormalize (orig, p); |
27 |
|
28 |
glViewport (0, 0, w, h); |
29 |
|
30 |
glMatrixMode (GL_PROJECTION); |
31 |
glLoadIdentity (); |
32 |
|
33 |
GLdouble aspect = (GLdouble)w/h; |
34 |
GLdouble zNear = 0.1; |
35 |
GLdouble zFar = 50.; |
36 |
|
37 |
GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
38 |
glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
39 |
|
40 |
d = normalize (d);//D |
41 |
u = normalize (u);//D |
42 |
vec3 rz = -d; |
43 |
vec3 rx = cross (u, rz); |
44 |
vec3 ry = cross (rz, rx); |
45 |
|
46 |
matrix &m = projection; |
47 |
m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
48 |
m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
49 |
m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
50 |
m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
51 |
|
52 |
glMultMatrixf ((GLfloat *)m.data); |
53 |
|
54 |
glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
55 |
|
56 |
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) ); |
57 |
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) ); |
58 |
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) ); |
59 |
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) ); |
60 |
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) ); |
61 |
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) ); |
62 |
|
63 |
glMatrixMode (GL_MODELVIEW); |
64 |
glLoadIdentity (); |
65 |
glTranslatef (-p.x, -p.y, -p.z); |
66 |
} |
67 |
|
68 |
void view::begin () |
69 |
{ |
70 |
vismap.clear (); |
71 |
|
72 |
generation++; |
73 |
|
74 |
reset_projection (); |
75 |
|
76 |
// check occlusion queries here |
77 |
checklist.clear (); |
78 |
|
79 |
world.detect_visibility (*this); |
80 |
} |
81 |
|
82 |
void view::end () |
83 |
{ |
84 |
vismap.clear (); |
85 |
} |
86 |
|
87 |
void view::pass (enum mode m) |
88 |
{ |
89 |
mode = m; |
90 |
|
91 |
glDisable (GL_ALPHA_TEST); |
92 |
glDisable (GL_BLEND); |
93 |
|
94 |
if (mode == view::DEPTH) |
95 |
{ |
96 |
glEnable (GL_POLYGON_OFFSET_FILL); |
97 |
glPolygonOffset (0, 1); |
98 |
glDepthFunc (GL_LESS); |
99 |
glDisable (GL_LIGHTING); |
100 |
glColorMask (0, 0, 0, 0); |
101 |
//cgGLDisableProfile (CG_PROFILE_ARBVP1); |
102 |
cgGLDisableProfile (CG_PROFILE_ARBFP1); |
103 |
} |
104 |
else |
105 |
{ |
106 |
glEnable (GL_MINMAX); |
107 |
glDisable (GL_POLYGON_OFFSET_FILL); |
108 |
glDepthFunc (GL_LESS); |
109 |
glDepthMask (0); |
110 |
cgGLEnableProfile (CG_PROFILE_ARBVP1); |
111 |
cgGLEnableProfile (CG_PROFILE_ARBFP1); |
112 |
} |
113 |
|
114 |
for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
115 |
(*i)->display (*this); |
116 |
|
117 |
drawn.clear (); |
118 |
|
119 |
glColorMask (1, 1, 1, 0); |
120 |
glDepthMask (1); |
121 |
} |
122 |
|
123 |
|