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#include <cmath> |
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|
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#include "oct.h" |
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#include "view.h" |
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|
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draw_context::draw_context (view &v) |
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: v(v), l(0), mode(LIGHTED) |
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{ |
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} |
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|
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draw_context::~draw_context () |
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{ |
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} |
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|
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bool draw_context::may_draw (entity_base *e) |
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{ |
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if (drawn.find (e) != drawn.end ()) |
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return false; |
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|
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drawn.insert (e); |
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return true; |
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} |
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|
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void view::draw (draw_context &ctx) |
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{ |
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// check occlusion queries here |
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|
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ctx.generation++; |
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|
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renormalize (orig, p); |
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|
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if (ctx.mode == draw_context::DEPTH) |
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{ |
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glEnable (GL_POLYGON_OFFSET_FILL); |
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glPolygonOffset (0, 1); |
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glDepthFunc (GL_LESS); |
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glDisable (GL_LIGHTING); |
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glColorMask (0, 0, 0, 0); |
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} |
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else |
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{ |
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glDisable (GL_POLYGON_OFFSET_FILL); |
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glDrawBuffer (GL_BACK); |
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glDepthFunc (GL_LEQUAL); |
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glEnable (GL_LIGHTING); |
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glDepthMask (0); |
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} |
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|
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glViewport (0, 0, w, h); |
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|
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glMatrixMode (GL_PROJECTION); |
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glLoadIdentity (); |
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|
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GLdouble aspect = (GLdouble)w/h; |
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GLdouble zNear = 0.1; |
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GLdouble zFar = 50.; |
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|
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GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); |
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glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); |
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|
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d = normalize (d);//D |
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u = normalize (u);//D |
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vec3 rz = -d; |
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vec3 rx = cross (u, rz); |
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vec3 ry = cross (rz, rx); |
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|
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gl_matrix &m = ctx.projection; |
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m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; |
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m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; |
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m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; |
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m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; |
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|
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glMultMatrixf ((GLfloat *)m.data); |
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|
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glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); |
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|
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ctx.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) ); |
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ctx.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) ); |
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ctx.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) ); |
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ctx.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) ); |
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ctx.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) ); |
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ctx.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) ); |
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|
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for (int i = 0; i < 4; i++) |
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for (int j = 0; j < 4 ; j++) |
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mvp[i][j] = m(i,j); |
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|
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glMatrixMode (GL_MODELVIEW); |
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glLoadIdentity (); |
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|
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world.draw (ctx); |
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|
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ctx.drawn.clear (); |
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|
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glColorMask (1, 1, 1, 0); |
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glDepthMask (1); |
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} |
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|
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