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355 lines
11 KiB
355 lines
11 KiB
/* |
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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 ) |
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return true; |
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break; |
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case 7: |
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if( p->normal[0] * mins[0] + p->normal[1] * mins[1] + p->normal[2] * mins[2] < p->dist ) |
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return true; |
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break; |
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default: |
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return false; |
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} |
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} |
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return false; |
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} |
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qboolean GL_FrustumCullSphere( gl_frustum_t *out, const vec3_t center, float radius, 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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if( DotProduct( center, p->normal ) - p->dist <= -radius ) |
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return true; |
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} |
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return false; |
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}
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