#include #include #include #include "oct.h" #include "view.h" view::view () : gamma(1.0) { } view::~view () { } bool view::may_draw (entity_base *e) { if (drawn.find (e) != drawn.end ()) return false; drawn.insert (e); return true; } void view::reset_projection () { renormalize (orig, p); glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); GLdouble aspect = (GLdouble)w/h; GLdouble zNear = 0.1; GLdouble zFar = 50.; GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); d = normalize (d);//D u = normalize (u);//D vec3 rz = -d; vec3 rx = cross (u, rz); vec3 ry = cross (rz, rx); matrix &m = projection; m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; glMultMatrixf ((GLfloat *)m.data); glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 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) ); 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) ); 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) ); 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) ); 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) ); 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) ); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glTranslatef (-p.x, -p.y, -p.z); } void view::begin () { vismap.clear (); vislist.clear (); generation++; reset_projection (); // check occlusion queries here #if 0 for (vector::iterator i = checklist.begin (); i != checklist.end (); ++i) //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); occ_query_result ((*i)->occ_query); checklist.clear (); #endif world.detect_visibility (*this); } void view::end () { vismap.clear (); } void view::pass (enum mode m) { mode = m; glDisable (GL_ALPHA_TEST); glDisable (GL_BLEND); if (mode == view::DEPTH) { glEnable (GL_POLYGON_OFFSET_FILL); glPolygonOffset (0, 1); glDepthFunc (GL_LESS); glDisable (GL_LIGHTING); glColorMask (0, 0, 0, 0); cgGLEnableProfile (vsh_profile);// z-fighting?? cgGLDisableProfile (fsh_profile); } else { glEnable (GL_MINMAX); glDisable (GL_POLYGON_OFFSET_FILL); glDepthFunc (GL_LESS); glDepthMask (0); cgGLEnableProfile (vsh_profile); cgGLEnableProfile (fsh_profile); } for (vector::iterator i = vislist.begin (); i != vislist.end (); ++i) (*i)->display (*this); drawn.clear (); if (mode == view::LIGHTED) { glEnable (GL_DEPTH_CLAMP_NV); glDepthFunc (GL_LEQUAL); glDisable (GL_DEPTH_TEST); glEnable (GL_COLOR_MATERIAL); glDisable (GL_CULL_FACE); #if 0 cgGLDisableProfile (vsh_profile); cgGLDisableProfile (fsh_profile); #endif glShadeModel (GL_FLAT); GLfloat m[4] = { 1, 0, 1, 0 }; glColor3f (1, 0, 1); //glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, m); //glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m); static int count; count++; if (farlist.size ()) printf ("%d: size %d\n", count, farlist.size ()); for (vector::iterator i = farlist.begin (); i != farlist.end (); ++i) (*i)->draw_bbox (*this); farlist.clear (); glEnable (GL_DEPTH_TEST); glDisable (GL_DEPTH_CLAMP_NV); glShadeModel (GL_SMOOTH); } glColorMask (1, 1, 1, 0); glDepthMask (1); }