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/*
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gl_frustum.cpp - frustum test implementation
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Copyright (C) 2016 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "gl_local.h"
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#include "mathlib.h"
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void GL_FrustumEnablePlane( gl_frustum_t *out, int side )
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{
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Assert( side >= 0 && side < FRUSTUM_PLANES );
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// make sure what plane is ready
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if( !VectorIsNull( out->planes[side].normal ))
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SetBits( out->clipFlags, BIT( side ));
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}
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void GL_FrustumDisablePlane( gl_frustum_t *out, int side )
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{
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Assert( side >= 0 && side < FRUSTUM_PLANES );
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ClearBits( out->clipFlags, BIT( side ));
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}
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void GL_FrustumSetPlane( gl_frustum_t *out, int side, const vec3_t vecNormal, float flDist )
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{
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Assert( side >= 0 && side < FRUSTUM_PLANES );
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out->planes[side].type = PlaneTypeForNormal( vecNormal );
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out->planes[side].signbits = SignbitsForPlane( vecNormal );
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VectorCopy( vecNormal, out->planes[side].normal );
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out->planes[side].dist = flDist;
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SetBits( out->clipFlags, BIT( side ));
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}
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void GL_FrustumNormalizePlane( gl_frustum_t *out, int side )
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{
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float length;
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Assert( side >= 0 && side < FRUSTUM_PLANES );
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// normalize
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length = VectorLength( out->planes[side].normal );
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if( length )
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{
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float ilength = (1.0f / length);
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out->planes[side].normal[0] *= ilength;
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out->planes[side].normal[1] *= ilength;
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out->planes[side].normal[2] *= ilength;
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out->planes[side].dist *= ilength;
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}
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out->planes[side].type = PlaneTypeForNormal( out->planes[side].normal );
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out->planes[side].signbits = SignbitsForPlane( out->planes[side].normal );
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SetBits( out->clipFlags, BIT( side ));
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}
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void GL_FrustumInitProj( gl_frustum_t *out, float flZNear, float flZFar, float flFovX, float flFovY )
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{
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float xs, xc;
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vec3_t farpoint, nearpoint;
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vec3_t normal, iforward;
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// horizontal fov used for left and right planes
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SinCos( DEG2RAD( flFovX ) * 0.5f, &xs, &xc );
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// setup left plane
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VectorMAM( xs, RI.cull_vforward, -xc, RI.cull_vright, normal );
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GL_FrustumSetPlane( out, FRUSTUM_LEFT, normal, DotProduct( RI.cullorigin, normal ));
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// setup right plane
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VectorMAM( xs, RI.cull_vforward, xc, RI.cull_vright, normal );
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GL_FrustumSetPlane( out, FRUSTUM_RIGHT, normal, DotProduct( RI.cullorigin, normal ));
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// vertical fov used for top and bottom planes
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SinCos( DEG2RAD( flFovY ) * 0.5f, &xs, &xc );
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VectorNegate( RI.cull_vforward, iforward );
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// setup bottom plane
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VectorMAM( xs, RI.cull_vforward, -xc, RI.cull_vup, normal );
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GL_FrustumSetPlane( out, FRUSTUM_BOTTOM, normal, DotProduct( RI.cullorigin, normal ));
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// setup top plane
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VectorMAM( xs, RI.cull_vforward, xc, RI.cull_vup, normal );
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GL_FrustumSetPlane( out, FRUSTUM_TOP, normal, DotProduct( RI.cullorigin, normal ));
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// setup far plane
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VectorMA( RI.cullorigin, flZFar, RI.cull_vforward, farpoint );
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GL_FrustumSetPlane( out, FRUSTUM_FAR, iforward, DotProduct( iforward, farpoint ));
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// no need to setup backplane for general view.
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if( flZNear == 0.0f ) return;
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// setup near plane
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VectorMA( RI.cullorigin, flZNear, RI.cull_vforward, nearpoint );
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GL_FrustumSetPlane( out, FRUSTUM_NEAR, RI.cull_vforward, DotProduct( RI.cull_vforward, nearpoint ));
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}
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void GL_FrustumInitOrtho( gl_frustum_t *out, float xLeft, float xRight, float yTop, float yBottom, float flZNear, float flZFar )
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{
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vec3_t iforward, iright, iup;
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// setup the near and far planes
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float orgOffset = DotProduct( RI.cullorigin, RI.cull_vforward );
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VectorNegate( RI.cull_vforward, iforward );
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// because quake ortho is inverted and far and near should be swaped
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GL_FrustumSetPlane( out, FRUSTUM_FAR, iforward, -flZNear - orgOffset );
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GL_FrustumSetPlane( out, FRUSTUM_NEAR, RI.cull_vforward, flZFar + orgOffset );
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// setup left and right planes
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orgOffset = DotProduct( RI.cullorigin, RI.cull_vright );
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VectorNegate( RI.cull_vright, iright );
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GL_FrustumSetPlane( out, FRUSTUM_LEFT, RI.cull_vright, xLeft + orgOffset );
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GL_FrustumSetPlane( out, FRUSTUM_RIGHT, iright, -xRight - orgOffset );
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// setup top and buttom planes
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orgOffset = DotProduct( RI.cullorigin, RI.cull_vup );
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VectorNegate( RI.cull_vup, iup );
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GL_FrustumSetPlane( out, FRUSTUM_TOP, RI.cull_vup, yTop + orgOffset );
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GL_FrustumSetPlane( out, FRUSTUM_BOTTOM, iup, -yBottom - orgOffset );
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}
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void GL_FrustumInitBox( gl_frustum_t *out, const vec3_t org, float radius )
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{
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vec3_t normal;
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int i;
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for( i = 0; i < FRUSTUM_PLANES; i++ )
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{
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// setup normal for each direction
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VectorClear( normal );
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normal[((i >> 1) + 1) % 3] = (i & 1) ? 1.0f : -1.0f;
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GL_FrustumSetPlane( out, i, normal, DotProduct( org, normal ) - radius );
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}
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}
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void GL_FrustumInitProjFromMatrix( gl_frustum_t *out, const matrix4x4 projection )
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{
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int i;
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// left
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out->planes[FRUSTUM_LEFT].normal[0] = projection[0][3] + projection[0][0];
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out->planes[FRUSTUM_LEFT].normal[1] = projection[1][3] + projection[1][0];
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out->planes[FRUSTUM_LEFT].normal[2] = projection[2][3] + projection[2][0];
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out->planes[FRUSTUM_LEFT].dist = -(projection[3][3] + projection[3][0]);
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// right
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out->planes[FRUSTUM_RIGHT].normal[0] = projection[0][3] - projection[0][0];
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out->planes[FRUSTUM_RIGHT].normal[1] = projection[1][3] - projection[1][0];
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out->planes[FRUSTUM_RIGHT].normal[2] = projection[2][3] - projection[2][0];
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out->planes[FRUSTUM_RIGHT].dist = -(projection[3][3] - projection[3][0]);
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// bottom
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out->planes[FRUSTUM_BOTTOM].normal[0] = projection[0][3] + projection[0][1];
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out->planes[FRUSTUM_BOTTOM].normal[1] = projection[1][3] + projection[1][1];
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out->planes[FRUSTUM_BOTTOM].normal[2] = projection[2][3] + projection[2][1];
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out->planes[FRUSTUM_BOTTOM].dist = -(projection[3][3] + projection[3][1]);
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// top
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out->planes[FRUSTUM_TOP].normal[0] = projection[0][3] - projection[0][1];
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out->planes[FRUSTUM_TOP].normal[1] = projection[1][3] - projection[1][1];
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out->planes[FRUSTUM_TOP].normal[2] = projection[2][3] - projection[2][1];
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out->planes[FRUSTUM_TOP].dist = -(projection[3][3] - projection[3][1]);
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// near
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out->planes[FRUSTUM_NEAR].normal[0] = projection[0][3] + projection[0][2];
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out->planes[FRUSTUM_NEAR].normal[1] = projection[1][3] + projection[1][2];
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out->planes[FRUSTUM_NEAR].normal[2] = projection[2][3] + projection[2][2];
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out->planes[FRUSTUM_NEAR].dist = -(projection[3][3] + projection[3][2]);
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// far
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out->planes[FRUSTUM_FAR].normal[0] = projection[0][3] - projection[0][2];
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out->planes[FRUSTUM_FAR].normal[1] = projection[1][3] - projection[1][2];
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out->planes[FRUSTUM_FAR].normal[2] = projection[2][3] - projection[2][2];
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out->planes[FRUSTUM_FAR].dist = -(projection[3][3] - projection[3][2]);
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for( i = 0; i < FRUSTUM_PLANES; i++ )
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{
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GL_FrustumNormalizePlane( out, i );
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}
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}
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void GL_FrustumComputeCorners( gl_frustum_t *out, vec3_t corners[8] )
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{
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memset( corners, 0, sizeof( vec3_t ) * 8 );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_FAR], corners[0] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_FAR], corners[1] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_FAR], corners[2] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_FAR], corners[3] );
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if( FBitSet( out->clipFlags, BIT( FRUSTUM_NEAR )))
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{
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_NEAR], corners[4] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_NEAR], corners[5] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_NEAR], corners[6] );
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_NEAR], corners[7] );
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}
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else
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{
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PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], corners[4] );
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VectorCopy( corners[4], corners[5] );
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VectorCopy( corners[4], corners[6] );
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VectorCopy( corners[4], corners[7] );
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}
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}
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void GL_FrustumComputeBounds( gl_frustum_t *out, vec3_t mins, vec3_t maxs )
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{
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vec3_t corners[8];
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int i;
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GL_FrustumComputeCorners( out, corners );
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ClearBounds( mins, maxs );
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for( i = 0; i < 8; i++ )
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AddPointToBounds( corners[i], mins, maxs );
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}
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void GL_FrustumDrawDebug( gl_frustum_t *out )
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{
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vec3_t bbox[8];
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int i;
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GL_FrustumComputeCorners( out, bbox );
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// g-cont. frustum must be yellow :-)
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pglColor4f( 1.0f, 1.0f, 0.0f, 1.0f );
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pglDisable( GL_TEXTURE_2D );
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pglBegin( GL_LINES );
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for( i = 0; i < 2; i += 1 )
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{
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pglVertex3fv( bbox[i+0] );
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pglVertex3fv( bbox[i+2] );
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pglVertex3fv( bbox[i+4] );
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pglVertex3fv( bbox[i+6] );
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pglVertex3fv( bbox[i+0] );
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pglVertex3fv( bbox[i+4] );
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pglVertex3fv( bbox[i+2] );
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pglVertex3fv( bbox[i+6] );
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pglVertex3fv( bbox[i*2+0] );
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pglVertex3fv( bbox[i*2+1] );
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pglVertex3fv( bbox[i*2+4] );
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pglVertex3fv( bbox[i*2+5] );
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}
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pglEnd();
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pglEnable( GL_TEXTURE_2D );
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}
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// cull methods
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qboolean GL_FrustumCullBox( gl_frustum_t *out, const vec3_t mins, const vec3_t maxs, int userClipFlags )
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{
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int iClipFlags;
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int i, bit;
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if( r_nocull->value )
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return false;
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if( userClipFlags != 0 )
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iClipFlags = userClipFlags;
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else iClipFlags = out->clipFlags;
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for( i = FRUSTUM_PLANES, bit = 1; i > 0; i--, bit <<= 1 )
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{
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const mplane_t *p = &out->planes[FRUSTUM_PLANES - i];
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if( !FBitSet( iClipFlags, bit ))
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continue;
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switch( p->signbits )
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{
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case 0:
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if( p->normal[0] * maxs[0] + p->normal[1] * maxs[1] + p->normal[2] * maxs[2] < p->dist )
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return true;
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break;
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case 1:
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if( p->normal[0] * mins[0] + p->normal[1] * maxs[1] + p->normal[2] * maxs[2] < p->dist )
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return true;
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break;
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case 2:
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if( p->normal[0] * maxs[0] + p->normal[1] * mins[1] + p->normal[2] * maxs[2] < p->dist )
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return true;
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break;
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case 3:
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if( p->normal[0] * mins[0] + p->normal[1] * mins[1] + p->normal[2] * maxs[2] < p->dist )
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return true;
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break;
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case 4:
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if( p->normal[0] * maxs[0] + p->normal[1] * maxs[1] + p->normal[2] * mins[2] < p->dist )
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return true;
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break;
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case 5:
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if( p->normal[0] * mins[0] + p->normal[1] * maxs[1] + p->normal[2] * mins[2] < p->dist )
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return true;
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break;
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case 6:
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if( p->normal[0] * maxs[0] + p->normal[1] * mins[1] + p->normal[2] * mins[2] < p->dist )
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
if( p->normal[0] * mins[0] + p->normal[1] * mins[1] + p->normal[2] * mins[2] < p->dist )
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean GL_FrustumCullSphere( gl_frustum_t *out, const vec3_t center, float radius, int userClipFlags )
|
|
|
|
{
|
|
|
|
int iClipFlags;
|
|
|
|
int i, bit;
|
|
|
|
|
|
|
|
if( r_nocull->value )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( userClipFlags != 0 )
|
|
|
|
iClipFlags = userClipFlags;
|
|
|
|
else iClipFlags = out->clipFlags;
|
|
|
|
|
|
|
|
for( i = FRUSTUM_PLANES, bit = 1; i > 0; i--, bit <<= 1 )
|
|
|
|
{
|
|
|
|
const mplane_t *p = &out->planes[FRUSTUM_PLANES - i];
|
|
|
|
|
|
|
|
if( !FBitSet( iClipFlags, bit ))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( DotProduct( center, p->normal ) - p->dist <= -radius )
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|