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 |
static GLenum gl_error; |
10 |
view::view () |
11 |
: gamma(1.0) |
12 |
{ |
13 |
} |
14 |
|
15 |
view::~view () |
16 |
{ |
17 |
} |
18 |
|
19 |
bool view::may_draw (const entity *e) |
20 |
{ |
21 |
if (drawn.find (e) != drawn.end ()) |
22 |
return false; |
23 |
|
24 |
drawn.insert (e); |
25 |
return true; |
26 |
} |
27 |
|
28 |
void view::reset_projection () |
29 |
{ |
30 |
renormalize (orig, p); |
31 |
|
32 |
glViewport (0, 0, w, h); |
33 |
|
34 |
glMatrixMode (GL_PROJECTION); |
35 |
glLoadIdentity (); |
36 |
|
37 |
gl_error = glGetError (); |
38 |
GLdouble aspect = (GLdouble)w/h; |
39 |
GLdouble zNear = 1.; |
40 |
GLdouble zFar = 500.; |
41 |
|
42 |
gl_error = glGetError (); |
43 |
GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
44 |
glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
45 |
|
46 |
gl_error = glGetError (); |
47 |
d = normalize (d);//D |
48 |
u = normalize (u);//D |
49 |
vec3 rz = -d; |
50 |
vec3 rx = cross (u, rz); |
51 |
vec3 ry = cross (rz, rx); |
52 |
gl_error = glGetError (); |
53 |
|
54 |
matrix &m = projection; |
55 |
m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; |
56 |
m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; |
57 |
m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; |
58 |
m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
59 |
gl_error = glGetError (); |
60 |
|
61 |
glMultMatrixf ((GLfloat *)m.data); |
62 |
|
63 |
gl_error = glGetError (); |
64 |
glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
65 |
|
66 |
gl_error = glGetError (); |
67 |
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) ); |
68 |
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) ); |
69 |
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) ); |
70 |
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) ); |
71 |
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) ); |
72 |
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) ); |
73 |
|
74 |
gl_error = glGetError (); |
75 |
glMatrixMode (GL_MODELVIEW); |
76 |
glLoadIdentity (); |
77 |
glTranslatef (-p.x, -p.y, -p.z); |
78 |
gl_error = glGetError (); |
79 |
} |
80 |
|
81 |
void view::begin () |
82 |
{ |
83 |
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
84 |
glDepthRange (0, 1. - (1. / pow (2., 16.))); |
85 |
|
86 |
vismap.clear (); |
87 |
vislist.clear (); |
88 |
|
89 |
generation++; |
90 |
|
91 |
reset_projection (); |
92 |
|
93 |
for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
94 |
; |
95 |
|
96 |
farlist.clear (); |
97 |
|
98 |
// check occlusion queries here |
99 |
#if 0 |
100 |
for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
101 |
//printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query)); |
102 |
occ_query_result ((*i)->occ_query); |
103 |
|
104 |
checklist.clear (); |
105 |
#endif |
106 |
|
107 |
world.detect_visibility (*this); |
108 |
} |
109 |
|
110 |
void view::end () |
111 |
{ |
112 |
vismap.clear (); |
113 |
} |
114 |
|
115 |
void view::pass (enum mode m) |
116 |
{ |
117 |
mode = m; |
118 |
|
119 |
glDisable (GL_ALPHA_TEST); |
120 |
glDisable (GL_BLEND); |
121 |
|
122 |
if (mode == view::DEPTH) |
123 |
{ |
124 |
glEnable (GL_POLYGON_OFFSET_FILL); |
125 |
glPolygonOffset (0, 1); |
126 |
glDepthFunc (GL_LESS); |
127 |
glDisable (GL_LIGHTING); |
128 |
glColorMask (0, 0, 0, 0); |
129 |
cgGLEnableProfile (vsh_profile);// z-fighting?? |
130 |
cgGLDisableProfile (fsh_profile); |
131 |
} |
132 |
else |
133 |
{ |
134 |
glEnable (GL_MINMAX); |
135 |
glDisable (GL_POLYGON_OFFSET_FILL); |
136 |
glDepthFunc (GL_LESS); |
137 |
glDepthMask (0); |
138 |
cgGLEnableProfile (vsh_profile); |
139 |
cgGLEnableProfile (fsh_profile); |
140 |
} |
141 |
|
142 |
for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
143 |
(*i)->display (*this); |
144 |
|
145 |
drawn.clear (); |
146 |
|
147 |
if (mode == view::DEPTH || 1) |
148 |
{ |
149 |
glEnable (GL_DEPTH_CLAMP_NV); |
150 |
glDepthFunc (GL_LESS); |
151 |
if (1) glDepthFunc (GL_LEQUAL); |
152 |
glEnable (GL_COLOR_MATERIAL); |
153 |
glDisable (GL_LIGHTING); |
154 |
cgGLDisableProfile (vsh_profile); |
155 |
cgGLDisableProfile (fsh_profile); |
156 |
glShadeModel (GL_FLAT); |
157 |
|
158 |
#if 0 |
159 |
static int count; count++; |
160 |
if (farlist.size ()) |
161 |
printf ("%d: size %d\n", count, farlist.size ()); |
162 |
#endif |
163 |
|
164 |
for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
165 |
{ |
166 |
glColor3f (1,0,0); |
167 |
(*i)->draw_bbox (*this); |
168 |
} |
169 |
|
170 |
glEnable (GL_DEPTH_TEST); |
171 |
glDisable (GL_DEPTH_CLAMP_NV); |
172 |
glShadeModel (GL_SMOOTH); |
173 |
} |
174 |
|
175 |
glColorMask (1, 1, 1, 0); |
176 |
glDepthMask (1); |
177 |
|
178 |
} |
179 |
|
180 |
|