1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __Frustum_H__ |
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30 | #define __Frustum_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreMovableObject.h" |
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34 | #include "OgreRenderable.h" |
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35 | #include "OgreAxisAlignedBox.h" |
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36 | #include "OgreVertexIndexData.h" |
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37 | #include "OgreMovablePlane.h" |
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38 | |
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39 | namespace Ogre |
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40 | { |
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41 | /** Specifies perspective (realistic) or orthographic (architectural) projection. |
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42 | */ |
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43 | enum ProjectionType |
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44 | { |
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45 | PT_ORTHOGRAPHIC, |
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46 | PT_PERSPECTIVE |
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47 | }; |
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48 | |
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49 | /** Worldspace clipping planes. |
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50 | */ |
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51 | enum FrustumPlane |
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52 | { |
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53 | FRUSTUM_PLANE_NEAR = 0, |
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54 | FRUSTUM_PLANE_FAR = 1, |
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55 | FRUSTUM_PLANE_LEFT = 2, |
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56 | FRUSTUM_PLANE_RIGHT = 3, |
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57 | FRUSTUM_PLANE_TOP = 4, |
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58 | FRUSTUM_PLANE_BOTTOM = 5 |
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59 | }; |
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60 | |
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61 | /** A frustum represents a pyramid, capped at the near and far end which is |
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62 | used to represent either a visible area or a projection area. Can be used |
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63 | for a number of applications. |
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64 | */ |
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65 | class _OgreExport Frustum : public MovableObject, public Renderable |
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66 | { |
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67 | protected: |
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68 | /// Orthographic or perspective? |
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69 | ProjectionType mProjType; |
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70 | |
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71 | /// y-direction field-of-view (default 45) |
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72 | Radian mFOVy; |
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73 | /// Far clip distance - default 10000 |
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74 | Real mFarDist; |
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75 | /// Near clip distance - default 100 |
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76 | Real mNearDist; |
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77 | /// x/y viewport ratio - default 1.3333 |
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78 | Real mAspect; |
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79 | /// Off-axis frustum center offset - default (0.0, 0.0) |
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80 | Vector2 mFrustumOffset; |
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81 | /// Focal length of frustum (for stereo rendering, defaults to 1.0) |
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82 | Real mFocalLength; |
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83 | |
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84 | /// The 6 main clipping planes |
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85 | mutable Plane mFrustumPlanes[6]; |
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86 | |
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87 | /// Stored versions of parent orientation / position |
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88 | mutable Quaternion mLastParentOrientation; |
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89 | mutable Vector3 mLastParentPosition; |
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90 | |
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91 | /// Pre-calced projection matrix for the specific render system |
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92 | mutable Matrix4 mProjMatrixRS; |
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93 | /// Pre-calced standard projection matrix but with render system depth range |
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94 | mutable Matrix4 mProjMatrixRSDepth; |
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95 | /// Pre-calced standard projection matrix |
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96 | mutable Matrix4 mProjMatrix; |
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97 | /// Pre-calced view matrix |
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98 | mutable Matrix4 mViewMatrix; |
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99 | /// Something's changed in the frustrum shape? |
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100 | mutable bool mRecalcFrustum; |
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101 | /// Something re the view pos has changed |
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102 | mutable bool mRecalcView; |
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103 | /// Something re the frustum planes has changed |
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104 | mutable bool mRecalcFrustumPlanes; |
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105 | /// Something re the world space corners has changed |
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106 | mutable bool mRecalcWorldSpaceCorners; |
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107 | /// Something re the vertex data has changed |
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108 | mutable bool mRecalcVertexData; |
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109 | /// Are we using a custom view matrix? |
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110 | bool mCustomViewMatrix; |
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111 | /// Are we using a custom projection matrix? |
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112 | bool mCustomProjMatrix; |
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113 | |
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114 | |
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115 | // Internal functions for calcs |
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116 | virtual void calcProjectionParameters(Real& left, Real& right, Real& bottom, Real& top) const; |
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117 | /// Update frustum if out of date |
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118 | virtual void updateFrustum(void) const; |
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119 | /// Update view if out of date |
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120 | virtual void updateView(void) const; |
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121 | /// Implementation of updateFrustum (called if out of date) |
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122 | virtual void updateFrustumImpl(void) const; |
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123 | /// Implementation of updateView (called if out of date) |
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124 | virtual void updateViewImpl(void) const; |
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125 | virtual void updateFrustumPlanes(void) const; |
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126 | /// Implementation of updateFrustumPlanes (called if out of date) |
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127 | virtual void updateFrustumPlanesImpl(void) const; |
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128 | virtual void updateWorldSpaceCorners(void) const; |
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129 | /// Implementation of updateWorldSpaceCorners (called if out of date) |
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130 | virtual void updateWorldSpaceCornersImpl(void) const; |
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131 | virtual void updateVertexData(void) const; |
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132 | virtual bool isViewOutOfDate(void) const; |
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133 | virtual bool isFrustumOutOfDate(void) const; |
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134 | /// Signal to update frustum information. |
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135 | virtual void invalidateFrustum(void) const; |
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136 | /// Signal to update view information. |
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137 | virtual void invalidateView(void) const; |
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138 | |
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139 | /// Shared class-level name for Movable type |
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140 | static String msMovableType; |
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141 | |
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142 | mutable AxisAlignedBox mBoundingBox; |
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143 | mutable VertexData mVertexData; |
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144 | |
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145 | MaterialPtr mMaterial; |
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146 | mutable Vector3 mWorldSpaceCorners[8]; |
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147 | |
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148 | /// Is this frustum to act as a reflection of itself? |
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149 | bool mReflect; |
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150 | /// Derived reflection matrix |
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151 | mutable Matrix4 mReflectMatrix; |
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152 | /// Fixed reflection plane |
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153 | mutable Plane mReflectPlane; |
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154 | /// Pointer to a reflection plane (automatically updated) |
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155 | const MovablePlane* mLinkedReflectPlane; |
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156 | /// Record of the last world-space reflection plane info used |
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157 | mutable Plane mLastLinkedReflectionPlane; |
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158 | |
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159 | /// Is this frustum using an oblique depth projection? |
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160 | bool mObliqueDepthProjection; |
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161 | /// Fixed oblique projection plane |
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162 | mutable Plane mObliqueProjPlane; |
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163 | /// Pointer to oblique projection plane (automatically updated) |
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164 | const MovablePlane* mLinkedObliqueProjPlane; |
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165 | /// Record of the last world-space oblique depth projection plane info used |
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166 | mutable Plane mLastLinkedObliqueProjPlane; |
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167 | |
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168 | |
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169 | /** Get the derived position of this frustum. */ |
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170 | virtual const Vector3& getPositionForViewUpdate(void) const; |
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171 | /** Get the derived orientation of this frustum. */ |
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172 | virtual const Quaternion& getOrientationForViewUpdate(void) const; |
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173 | |
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174 | |
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175 | public: |
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176 | |
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177 | Frustum(); |
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178 | virtual ~Frustum(); |
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179 | /** Sets the Y-dimension Field Of View (FOV) of the frustum. |
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180 | @remarks |
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181 | Field Of View (FOV) is the angle made between the frustum's position, and the edges |
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182 | of the 'screen' onto which the scene is projected. High values (90+ degrees) result in a wide-angle, |
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183 | fish-eye kind of view, low values (30- degrees) in a stretched, telescopic kind of view. Typical values |
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184 | are between 45 and 60 degrees. |
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185 | @par |
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186 | This value represents the VERTICAL field-of-view. The horizontal field of view is calculated from |
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187 | this depending on the dimensions of the viewport (they will only be the same if the viewport is square). |
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188 | @note |
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189 | Setting the FOV overrides the value supplied for frustum::setNearClipPlane. |
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190 | */ |
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191 | virtual void setFOVy(const Radian& fovy); |
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192 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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193 | inline void setFOVy(Real fovy) { |
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194 | setFOVy ( Angle(fovy) ); |
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195 | } |
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196 | #endif//OGRE_FORCE_ANGLE_TYPES |
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197 | |
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198 | /** Retrieves the frustums Y-dimension Field Of View (FOV). |
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199 | */ |
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200 | virtual const Radian& getFOVy(void) const; |
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201 | |
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202 | /** Sets the position of the near clipping plane. |
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203 | @remarks |
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204 | The position of the near clipping plane is the distance from the frustums position to the screen |
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205 | on which the world is projected. The near plane distance, combined with the field-of-view and the |
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206 | aspect ratio, determines the size of the viewport through which the world is viewed (in world |
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207 | co-ordinates). Note that this world viewport is different to a screen viewport, which has it's |
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208 | dimensions expressed in pixels. The frustums viewport should have the same aspect ratio as the |
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209 | screen viewport it renders into to avoid distortion. |
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210 | @param |
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211 | near The distance to the near clipping plane from the frustum in world coordinates. |
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212 | */ |
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213 | virtual void setNearClipDistance(Real nearDist); |
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214 | |
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215 | /** Sets the position of the near clipping plane. |
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216 | */ |
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217 | virtual Real getNearClipDistance(void) const; |
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218 | |
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219 | /** Sets the distance to the far clipping plane. |
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220 | @remarks |
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221 | The view frustrum is a pyramid created from the frustum position and the edges of the viewport. |
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222 | This method sets the distance for the far end of that pyramid. |
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223 | Different applications need different values: e.g. a flight sim |
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224 | needs a much further far clipping plane than a first-person |
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225 | shooter. An important point here is that the larger the ratio |
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226 | between near and far clipping planes, the lower the accuracy of |
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227 | the Z-buffer used to depth-cue pixels. This is because the |
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228 | Z-range is limited to the size of the Z buffer (16 or 32-bit) |
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229 | and the max values must be spread over the gap between near and |
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230 | far clip planes. As it happens, you can affect the accuracy far |
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231 | more by altering the near distance rather than the far distance, |
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232 | but keep this in mind. |
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233 | @param |
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234 | far The distance to the far clipping plane from the frustum in |
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235 | world coordinates.If you specify 0, this means an infinite view |
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236 | distance which is useful especially when projecting shadows; but |
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237 | be careful not to use a near distance too close. |
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238 | */ |
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239 | virtual void setFarClipDistance(Real farDist); |
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240 | |
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241 | /** Retrieves the distance from the frustum to the far clipping plane. |
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242 | */ |
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243 | virtual Real getFarClipDistance(void) const; |
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244 | |
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245 | /** Sets the aspect ratio for the frustum viewport. |
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246 | @remarks |
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247 | The ratio between the x and y dimensions of the rectangular area visible through the frustum |
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248 | is known as aspect ratio: aspect = width / height . |
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249 | @par |
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250 | The default for most fullscreen windows is 1.3333 - this is also assumed by Ogre unless you |
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251 | use this method to state otherwise. |
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252 | */ |
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253 | virtual void setAspectRatio(Real ratio); |
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254 | |
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255 | /** Retreives the current aspect ratio. |
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256 | */ |
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257 | virtual Real getAspectRatio(void) const; |
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258 | |
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259 | /** Sets frustum offsets, used in stereo rendering. |
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260 | @remarks |
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261 | You can set both horizontal and vertical plane offsets of "eye"; in |
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262 | stereo rendering frustum is moved in horizontal plane. To be able to |
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263 | render from two "eyes" you'll need two cameras rendering on two |
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264 | RenderTargets. |
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265 | @par |
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266 | The frustum offsets is in world coordinates, and default to (0, 0) - no offsets. |
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267 | @param |
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268 | offset The horizontal and vertical plane offsets. |
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269 | */ |
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270 | virtual void setFrustumOffset(const Vector2& offset); |
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271 | |
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272 | /** Sets frustum offsets, used in stereo rendering. |
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273 | @remarks |
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274 | You can set both horizontal and vertical plane offsets of "eye"; in |
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275 | stereo rendering frustum is moved in horizontal plane. To be able to |
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276 | render from two "eyes" you'll need two cameras rendering on two |
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277 | RenderTargets. |
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278 | @par |
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279 | The frustum offsets is in world coordinates, and default to (0, 0) - no offsets. |
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280 | @param |
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281 | horizontal The horizontal plane offset. |
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282 | @param |
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283 | vertical The vertical plane offset. |
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284 | */ |
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285 | virtual void setFrustumOffset(Real horizontal = 0.0, Real vertical = 0.0); |
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286 | |
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287 | /** Retreives the frustum offsets. |
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288 | */ |
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289 | virtual const Vector2& getFrustumOffset() const; |
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290 | |
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291 | /** Sets frustum focal length (used in stereo rendering). |
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292 | @param |
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293 | focalLength The distance to the focal plane from the frustum in world coordinates. |
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294 | */ |
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295 | virtual void setFocalLength(Real focalLength = 1.0); |
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296 | |
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297 | /** Returns focal length of frustum. |
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298 | */ |
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299 | virtual Real getFocalLength() const; |
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300 | |
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301 | /** Gets the projection matrix for this frustum adjusted for the current |
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302 | rendersystem specifics (may be right or left-handed, depth range |
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303 | may vary). |
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304 | @remarks |
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305 | This method retrieves the rendering-API dependent version of the projection |
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306 | matrix. If you want a 'typical' projection matrix then use |
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307 | getProjectionMatrix. |
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308 | |
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309 | */ |
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310 | virtual const Matrix4& getProjectionMatrixRS(void) const; |
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311 | /** Gets the depth-adjusted projection matrix for the current rendersystem, |
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312 | but one which still conforms to right-hand rules. |
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313 | @remarks |
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314 | This differs from the rendering-API dependent getProjectionMatrix |
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315 | in that it always returns a right-handed projection matrix result |
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316 | no matter what rendering API is being used - this is required for |
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317 | vertex and fragment programs for example. However, the resulting depth |
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318 | range may still vary between render systems since D3D uses [0,1] and |
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319 | GL uses [-1,1], and the range must be kept the same between programmable |
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320 | and fixed-function pipelines. |
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321 | */ |
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322 | virtual const Matrix4& getProjectionMatrixWithRSDepth(void) const; |
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323 | /** Gets the normal projection matrix for this frustum, ie the |
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324 | projection matrix which conforms to standard right-handed rules and |
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325 | uses depth range [-1,+1]. |
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326 | @remarks |
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327 | This differs from the rendering-API dependent getProjectionMatrixRS |
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328 | in that it always returns a right-handed projection matrix with depth |
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329 | range [-1,+1], result no matter what rendering API is being used - this |
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330 | is required for some uniform algebra for example. |
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331 | */ |
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332 | virtual const Matrix4& getProjectionMatrix(void) const; |
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333 | |
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334 | /** Gets the view matrix for this frustum. Mainly for use by OGRE internally. |
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335 | */ |
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336 | virtual const Matrix4& getViewMatrix(void) const; |
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337 | |
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338 | /** Set whether to use a custom view matrix on this frustum. |
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339 | @remarks |
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340 | This is an advanced method which allows you to manually set |
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341 | the view matrix on this frustum, rather than having it calculate |
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342 | itself based on it's position and orientation. |
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343 | @note |
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344 | After enabling a custom view matrix, the frustum will no longer |
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345 | update on its own based on position / orientation changes. You |
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346 | are completely responsible for keeping the view matrix up to date. |
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347 | The custom matrix will be returned from getViewMatrix. |
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348 | @param enable If true, the custom view matrix passed as the second |
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349 | parameter will be used in preference to an auto calculated one. If |
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350 | false, the frustum will revert to auto calculating the view matrix. |
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351 | @param viewMatrix The custom view matrix to use, the matrix must be an |
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352 | affine matrix. |
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353 | @see Frustum::setCustomProjectionMatrix, Matrix4::isAffine |
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354 | */ |
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355 | virtual void setCustomViewMatrix(bool enable, |
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356 | const Matrix4& viewMatrix = Matrix4::IDENTITY); |
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357 | /// Returns whether a custom view matrix is in use |
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358 | virtual bool isCustomViewMatrixEnabled(void) const |
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359 | { return mCustomViewMatrix; } |
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360 | |
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361 | /** Set whether to use a custom projection matrix on this frustum. |
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362 | @remarks |
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363 | This is an advanced method which allows you to manually set |
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364 | the projection matrix on this frustum, rather than having it |
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365 | calculate itself based on it's position and orientation. |
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366 | @note |
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367 | After enabling a custom projection matrix, the frustum will no |
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368 | longer update on its own based on field of view and near / far |
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369 | distance changes. You are completely responsible for keeping the |
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370 | projection matrix up to date if those values change. The custom |
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371 | matrix will be returned from getProjectionMatrix and derivative |
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372 | functions. |
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373 | @param enable If true, the custom projection matrix passed as the |
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374 | second parameter will be used in preference to an auto calculated |
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375 | one. If false, the frustum will revert to auto calculating the |
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376 | projection matrix. |
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377 | @param projectionMatrix The custom view matrix to use |
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378 | @see Frustum::setCustomViewMatrix |
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379 | */ |
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380 | virtual void setCustomProjectionMatrix(bool enable, |
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381 | const Matrix4& projectionMatrix = Matrix4::IDENTITY); |
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382 | /// Returns whether a custom projection matrix is in use |
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383 | virtual bool isCustomProjectionMatrixEnabled(void) const |
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384 | { return mCustomProjMatrix; } |
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385 | |
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386 | /** Retrieves the clipping planes of the frustum (world space). |
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387 | @remarks |
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388 | The clipping planes are ordered as declared in enumerate constants FrustumPlane. |
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389 | */ |
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390 | virtual const Plane* getFrustumPlanes(void) const; |
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391 | |
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392 | /** Retrieves a specified plane of the frustum (world space). |
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393 | @remarks |
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394 | Gets a reference to one of the planes which make up the frustum frustum, e.g. for clipping purposes. |
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395 | */ |
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396 | virtual const Plane& getFrustumPlane( unsigned short plane ) const; |
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397 | |
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398 | /** Tests whether the given container is visible in the Frustum. |
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399 | @param |
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400 | bound Bounding box to be checked (world space) |
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401 | @param |
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402 | culledBy Optional pointer to an int which will be filled by the plane number which culled |
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403 | the box if the result was false; |
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404 | @returns |
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405 | If the box was visible, true is returned. |
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406 | @par |
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407 | Otherwise, false is returned. |
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408 | */ |
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409 | virtual bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const; |
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410 | |
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411 | /** Tests whether the given container is visible in the Frustum. |
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412 | @param |
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413 | bound Bounding sphere to be checked (world space) |
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414 | @param |
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415 | culledBy Optional pointer to an int which will be filled by the plane number which culled |
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416 | the box if the result was false; |
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417 | @returns |
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418 | If the sphere was visible, true is returned. |
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419 | @par |
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420 | Otherwise, false is returned. |
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421 | */ |
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422 | virtual bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const; |
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423 | |
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424 | /** Tests whether the given vertex is visible in the Frustum. |
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425 | @param |
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426 | vert Vertex to be checked (world space) |
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427 | @param |
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428 | culledBy Optional pointer to an int which will be filled by the plane number which culled |
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429 | the box if the result was false; |
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430 | @returns |
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431 | If the box was visible, true is returned. |
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432 | @par |
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433 | Otherwise, false is returned. |
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434 | */ |
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435 | virtual bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const; |
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436 | |
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437 | |
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438 | /** Overridden from MovableObject */ |
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439 | const AxisAlignedBox& getBoundingBox(void) const; |
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440 | |
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441 | /** Overridden from MovableObject */ |
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442 | Real getBoundingRadius(void) const; |
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443 | |
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444 | /** Overridden from MovableObject */ |
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445 | void _updateRenderQueue(RenderQueue* queue); |
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446 | |
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447 | /** Overridden from MovableObject */ |
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448 | const String& getMovableType(void) const; |
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449 | |
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450 | /** Overridden from MovableObject */ |
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451 | void _notifyCurrentCamera(Camera* cam); |
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452 | |
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453 | /** Overridden from Renderable */ |
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454 | const MaterialPtr& getMaterial(void) const; |
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455 | |
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456 | /** Overridden from Renderable */ |
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457 | void getRenderOperation(RenderOperation& op); |
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458 | |
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459 | /** Overridden from Renderable */ |
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460 | void getWorldTransforms(Matrix4* xform) const; |
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461 | |
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462 | /** Overridden from Renderable */ |
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463 | const Quaternion& getWorldOrientation(void) const; |
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464 | |
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465 | /** Overridden from Renderable */ |
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466 | const Vector3& getWorldPosition(void) const; |
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467 | |
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468 | /** Overridden from Renderable */ |
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469 | Real getSquaredViewDepth(const Camera* cam) const; |
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470 | |
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471 | /** Overridden from Renderable */ |
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472 | const LightList& getLights(void) const; |
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473 | |
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474 | /** Gets the world space corners of the frustum. |
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475 | @remarks |
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476 | The corners are ordered as follows: top-right near, |
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477 | top-left near, bottom-left near, bottom-right near, |
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478 | top-right far, top-left far, bottom-left far, bottom-right far. |
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479 | */ |
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480 | virtual const Vector3* getWorldSpaceCorners(void) const; |
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481 | |
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482 | /** Sets the type of projection to use (orthographic or perspective). Default is perspective. |
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483 | */ |
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484 | virtual void setProjectionType(ProjectionType pt); |
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485 | |
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486 | /** Retrieves info on the type of projection used (orthographic or perspective). |
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487 | */ |
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488 | virtual ProjectionType getProjectionType(void) const; |
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489 | |
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490 | /** Modifies this frustum so it always renders from the reflection of itself through the |
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491 | plane specified. |
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492 | @remarks |
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493 | This is obviously useful for performing planar reflections. |
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494 | */ |
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495 | virtual void enableReflection(const Plane& p); |
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496 | /** Modifies this frustum so it always renders from the reflection of itself through the |
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497 | plane specified. Note that this version of the method links to a plane |
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498 | so that changes to it are picked up automatically. It is important that |
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499 | this plane continues to exist whilst this object does; do not destroy |
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500 | the plane before the frustum. |
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501 | @remarks |
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502 | This is obviously useful for performing planar reflections. |
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503 | */ |
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504 | virtual void enableReflection(const MovablePlane* p); |
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505 | |
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506 | /** Disables reflection modification previously turned on with enableReflection */ |
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507 | virtual void disableReflection(void); |
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508 | |
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509 | /// Returns whether this frustum is being reflected |
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510 | virtual bool isReflected(void) const { return mReflect; } |
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511 | /// Returns the reflection matrix of the frustum if appropriate |
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512 | virtual const Matrix4& getReflectionMatrix(void) const { return mReflectMatrix; } |
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513 | /// Returns the reflection plane of the frustum if appropriate |
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514 | virtual const Plane& getReflectionPlane(void) const { return mReflectPlane; } |
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515 | |
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516 | /** Project a sphere onto the near plane and get the bounding rectangle. |
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517 | @param sphere The world-space sphere to project |
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518 | @param radius Radius of the sphere |
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519 | @param left, top, right, bottom Pointers to destination values, these |
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520 | will be completed with the normalised device coordinates (in the |
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521 | range {-1,1}) |
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522 | @returns true if the sphere was projected to a subset of the near plane, |
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523 | false if the entire near plane was contained |
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524 | */ |
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525 | virtual bool projectSphere(const Sphere& sphere, |
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526 | Real* left, Real* top, Real* right, Real* bottom) const; |
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527 | |
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528 | |
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529 | /** Links the frustum to a custom near clip plane, which can be used |
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530 | to clip geometry in a custom manner without using user clip planes. |
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531 | @remarks |
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532 | There are several applications for clipping a scene arbitrarily by |
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533 | a single plane; the most common is when rendering a reflection to |
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534 | a texture, and you only want to render geometry that is above the |
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535 | water plane (to do otherwise results in artefacts). Whilst it is |
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536 | possible to use user clip planes, they are not supported on all |
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537 | cards, and sometimes are not hardware accelerated when they are |
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538 | available. Instead, where a single clip plane is involved, this |
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539 | technique uses a 'fudging' of the near clip plane, which is |
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540 | available and fast on all hardware, to perform as the arbitrary |
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541 | clip plane. This does change the shape of the frustum, leading |
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542 | to some depth buffer loss of precision, but for many of the uses of |
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543 | this technique that is not an issue. |
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544 | @par |
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545 | This version of the method links to a plane, rather than requiring |
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546 | a by-value plane definition, and therefore you can |
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547 | make changes to the plane (e.g. by moving / rotating the node it is |
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548 | attached to) and they will automatically affect this object. |
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549 | @note This technique only works for perspective projection. |
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550 | @param plane The plane to link to to perform the clipping. This plane |
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551 | must continue to exist while the camera is linked to it; do not |
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552 | destroy it before the frustum. |
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553 | */ |
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554 | virtual void enableCustomNearClipPlane(const MovablePlane* plane); |
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555 | /** Links the frustum to a custom near clip plane, which can be used |
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556 | to clip geometry in a custom manner without using user clip planes. |
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557 | @remarks |
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558 | There are several applications for clipping a scene arbitrarily by |
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559 | a single plane; the most common is when rendering a reflection to |
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560 | a texture, and you only want to render geometry that is above the |
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561 | water plane (to do otherwise results in artefacts). Whilst it is |
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562 | possible to use user clip planes, they are not supported on all |
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563 | cards, and sometimes are not hardware accelerated when they are |
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564 | available. Instead, where a single clip plane is involved, this |
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565 | technique uses a 'fudging' of the near clip plane, which is |
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566 | available and fast on all hardware, to perform as the arbitrary |
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567 | clip plane. This does change the shape of the frustum, leading |
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568 | to some depth buffer loss of precision, but for many of the uses of |
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569 | this technique that is not an issue. |
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570 | @note This technique only works for perspective projection. |
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571 | @param plane The plane to link to to perform the clipping. This plane |
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572 | must continue to exist while the camera is linked to it; do not |
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573 | destroy it before the frustum. |
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574 | */ |
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575 | virtual void enableCustomNearClipPlane(const Plane& plane); |
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576 | /** Disables any custom near clip plane. */ |
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577 | virtual void disableCustomNearClipPlane(void); |
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578 | /** Is a custom near clip plane in use? */ |
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579 | virtual bool isCustomNearClipPlaneEnabled(void) const |
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580 | { return mObliqueDepthProjection; } |
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581 | |
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582 | |
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583 | /// Small constant used to reduce far plane projection to avoid inaccuracies |
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584 | static const Real INFINITE_FAR_PLANE_ADJUST; |
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585 | }; |
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586 | |
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587 | |
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588 | } |
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589 | |
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590 | #endif |
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