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/cvs/libgender/view.C
Revision: 1.30
Committed: Wed Oct 6 16:19:14 2004 UTC (19 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +10 -8 lines
Log Message:
*** empty log message ***

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 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
74 glDepthRange (0, 1. - (1. / pow (2., 16.)));
75
76 vismap.clear ();
77 vislist.clear ();
78
79 generation++;
80
81 reset_projection ();
82
83 // check occlusion queries here
84 #if 0
85 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
86 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
87 occ_query_result ((*i)->occ_query);
88
89 checklist.clear ();
90 #endif
91
92 world.detect_visibility (*this);
93 }
94
95 void view::end ()
96 {
97 vismap.clear ();
98 }
99
100 void view::pass (enum mode m)
101 {
102 mode = m;
103
104 glDisable (GL_ALPHA_TEST);
105 glDisable (GL_BLEND);
106
107 if (mode == view::DEPTH)
108 {
109 glEnable (GL_POLYGON_OFFSET_FILL);
110 glPolygonOffset (0, 1);
111 glDepthFunc (GL_LESS);
112 glDisable (GL_LIGHTING);
113 glColorMask (0, 0, 0, 0);
114 cgGLEnableProfile (vsh_profile);// z-fighting??
115 cgGLDisableProfile (fsh_profile);
116 }
117 else
118 {
119 glEnable (GL_MINMAX);
120 glDisable (GL_POLYGON_OFFSET_FILL);
121 glDepthFunc (GL_LESS);
122 glDepthMask (0);
123 cgGLEnableProfile (vsh_profile);
124 cgGLEnableProfile (fsh_profile);
125 }
126
127 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
128 (*i)->display (*this);
129
130 drawn.clear ();
131
132 if (mode == view::LIGHTED)
133 {
134 glEnable (GL_DEPTH_CLAMP_NV);
135 glDepthFunc (GL_LESS);
136 glEnable (GL_COLOR_MATERIAL);
137 glDisable (GL_LIGHTING);
138 #if 1
139 cgGLDisableProfile (vsh_profile);
140 cgGLDisableProfile (fsh_profile);
141 #endif
142 glShadeModel (GL_FLAT);
143
144 static int count; count++;
145 if (farlist.size ())
146 printf ("%d: size %d\n", count, farlist.size ());
147
148 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
149 {
150 glColor3f (1 / (GLfloat)(i - farlist.begin()), 1, 1 / (GLfloat)(i - farlist.begin()));
151 (*i)->draw_bbox (*this);
152 }
153
154 farlist.clear ();
155
156 glEnable (GL_DEPTH_TEST);
157 glDisable (GL_DEPTH_CLAMP_NV);
158 glShadeModel (GL_SMOOTH);
159 }
160
161 glColorMask (1, 1, 1, 0);
162 glDepthMask (1);
163
164 }
165
166