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/cvs/libgender/view.C
Revision: 1.26
Committed: Wed Oct 6 15:20:11 2004 UTC (19 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +3 -0 lines
Log Message:
fixed missing header

File Contents

# Content
1 #include <cmath>
2
3 #include <GL/gl.h>
4 #include <GL/glext.h>
5
6 #include "oct.h"
7 #include "view.h"
8
9 view::view ()
10 : gamma(1.0)
11 {
12 }
13
14 view::~view ()
15 {
16 }
17
18 bool view::may_draw (entity_base *e)
19 {
20 if (drawn.find (e) != drawn.end ())
21 return false;
22
23 drawn.insert (e);
24 return true;
25 }
26
27 void view::reset_projection ()
28 {
29 renormalize (orig, p);
30
31 glViewport (0, 0, w, h);
32
33 glMatrixMode (GL_PROJECTION);
34 glLoadIdentity ();
35
36 GLdouble aspect = (GLdouble)w/h;
37 GLdouble zNear = 0.1;
38 GLdouble zFar = 50.;
39
40 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
41 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
42
43 d = normalize (d);//D
44 u = normalize (u);//D
45 vec3 rz = -d;
46 vec3 rx = cross (u, rz);
47 vec3 ry = cross (rz, rx);
48
49 matrix &m = projection;
50 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
51 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
52 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
53 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
54
55 glMultMatrixf ((GLfloat *)m.data);
56
57 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
58
59 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) );
60 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) );
61 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) );
62 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) );
63 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) );
64 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) );
65
66 glMatrixMode (GL_MODELVIEW);
67 glLoadIdentity ();
68 glTranslatef (-p.x, -p.y, -p.z);
69 }
70
71 void view::begin ()
72 {
73 vismap.clear ();
74 vislist.clear ();
75
76 generation++;
77
78 reset_projection ();
79
80 // check occlusion queries here
81 #if 0
82 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
83 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
84 occ_query_result ((*i)->occ_query);
85
86 checklist.clear ();
87 #endif
88
89 world.detect_visibility (*this);
90 }
91
92 void view::end ()
93 {
94 vismap.clear ();
95 }
96
97 void view::pass (enum mode m)
98 {
99 mode = m;
100
101 glDisable (GL_ALPHA_TEST);
102 glDisable (GL_BLEND);
103
104 if (mode == view::DEPTH)
105 {
106 glEnable (GL_POLYGON_OFFSET_FILL);
107 glPolygonOffset (0, 1);
108 glDepthFunc (GL_LESS);
109 glDisable (GL_LIGHTING);
110 glColorMask (0, 0, 0, 0);
111 cgGLEnableProfile (vsh_profile);// z-fighting??
112 cgGLDisableProfile (fsh_profile);
113 }
114 else
115 {
116 glEnable (GL_MINMAX);
117 glDisable (GL_POLYGON_OFFSET_FILL);
118 glDepthFunc (GL_LESS);
119 glDepthMask (0);
120 cgGLEnableProfile (vsh_profile);
121 cgGLEnableProfile (fsh_profile);
122 }
123
124 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
125 (*i)->display (*this);
126
127 drawn.clear ();
128
129 if (mode == view::DEPTH)
130 {
131 static int count; count++;
132 if (farlist.size ())
133 printf ("%d: size %d\n", count, farlist.size ());
134
135 glDepthFunc (GL_LEQUAL);
136 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
137 (*i)->draw_bbox (*this);
138
139 farlist.clear ();
140 }
141
142 glColorMask (1, 1, 1, 0);
143 glDepthMask (1);
144 }
145
146