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/cvs/libgender/view.C
Revision: 1.18
Committed: Wed Oct 6 01:41:30 2004 UTC (19 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +46 -30 lines
Log Message:
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File Contents

# Content
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