[5] | 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 | #include "OgreStableHeaders.h" |
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| 30 | #include "OgreFrustum.h" |
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| 31 | |
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| 32 | #include "OgreMath.h" |
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| 33 | #include "OgreMatrix3.h" |
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| 34 | #include "OgreSceneNode.h" |
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| 35 | #include "OgreSphere.h" |
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| 36 | #include "OgreLogManager.h" |
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| 37 | #include "OgreException.h" |
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| 38 | #include "OgreRoot.h" |
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| 39 | #include "OgreCamera.h" |
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| 40 | #include "OgreHardwareBufferManager.h" |
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| 41 | #include "OgreHardwareVertexBuffer.h" |
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| 42 | #include "OgreHardwareIndexBuffer.h" |
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| 43 | #include "OgreMaterialManager.h" |
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| 44 | #include "OgreRenderSystem.h" |
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| 45 | |
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| 46 | namespace Ogre { |
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| 47 | |
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| 48 | String Frustum::msMovableType = "Frustum"; |
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| 49 | const Real Frustum::INFINITE_FAR_PLANE_ADJUST = 0.00001; |
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| 50 | //----------------------------------------------------------------------- |
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| 51 | Frustum::Frustum() : |
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| 52 | mProjType(PT_PERSPECTIVE), |
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| 53 | mFOVy(Radian(Math::PI/4.0)), |
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| 54 | mFarDist(100000.0f), |
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| 55 | mNearDist(100.0f), |
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| 56 | mAspect(1.33333333333333f), |
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| 57 | mFrustumOffset(Vector2::ZERO), |
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| 58 | mFocalLength(1.0f), |
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| 59 | mLastParentOrientation(Quaternion::IDENTITY), |
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| 60 | mLastParentPosition(Vector3::ZERO), |
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| 61 | mRecalcFrustum(true), |
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| 62 | mRecalcView(true), |
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| 63 | mRecalcFrustumPlanes(true), |
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| 64 | mRecalcWorldSpaceCorners(true), |
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| 65 | mRecalcVertexData(true), |
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| 66 | mCustomViewMatrix(false), |
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| 67 | mCustomProjMatrix(false), |
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| 68 | mReflect(false), |
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| 69 | mLinkedReflectPlane(0), |
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| 70 | mObliqueDepthProjection(false), |
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| 71 | mLinkedObliqueProjPlane(0) |
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| 72 | { |
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| 73 | // Initialise material |
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| 74 | mMaterial = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting"); |
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| 75 | |
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| 76 | // Alter superclass members |
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| 77 | mVisible = false; |
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| 78 | mParentNode = 0; |
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| 79 | |
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| 80 | mLastLinkedReflectionPlane.normal = Vector3::ZERO; |
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| 81 | mLastLinkedObliqueProjPlane.normal = Vector3::ZERO; |
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| 82 | |
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| 83 | |
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| 84 | updateView(); |
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| 85 | updateFrustum(); |
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| 86 | } |
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| 87 | |
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| 88 | //----------------------------------------------------------------------- |
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| 89 | Frustum::~Frustum() |
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| 90 | { |
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| 91 | // Do nothing |
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| 92 | } |
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| 93 | |
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| 94 | //----------------------------------------------------------------------- |
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| 95 | void Frustum::setFOVy(const Radian& fov) |
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| 96 | { |
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| 97 | mFOVy = fov; |
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| 98 | invalidateFrustum(); |
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| 99 | } |
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| 100 | |
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| 101 | //----------------------------------------------------------------------- |
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| 102 | const Radian& Frustum::getFOVy(void) const |
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| 103 | { |
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| 104 | return mFOVy; |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | //----------------------------------------------------------------------- |
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| 109 | void Frustum::setFarClipDistance(Real farPlane) |
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| 110 | { |
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| 111 | mFarDist = farPlane; |
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| 112 | invalidateFrustum(); |
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| 113 | } |
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| 114 | |
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| 115 | //----------------------------------------------------------------------- |
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| 116 | Real Frustum::getFarClipDistance(void) const |
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| 117 | { |
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| 118 | return mFarDist; |
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| 119 | } |
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| 120 | |
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| 121 | //----------------------------------------------------------------------- |
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| 122 | void Frustum::setNearClipDistance(Real nearPlane) |
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| 123 | { |
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| 124 | if (nearPlane <= 0) |
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| 125 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Near clip distance must be greater than zero.", |
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| 126 | "Frustum::setNearClipDistance"); |
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| 127 | mNearDist = nearPlane; |
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| 128 | invalidateFrustum(); |
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| 129 | } |
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| 130 | |
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| 131 | //----------------------------------------------------------------------- |
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| 132 | Real Frustum::getNearClipDistance(void) const |
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| 133 | { |
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| 134 | return mNearDist; |
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| 135 | } |
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| 136 | |
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| 137 | //--------------------------------------------------------------------- |
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| 138 | void Frustum::setFrustumOffset(const Vector2& offset) |
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| 139 | { |
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| 140 | mFrustumOffset = offset; |
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| 141 | invalidateFrustum(); |
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| 142 | } |
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| 143 | //--------------------------------------------------------------------- |
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| 144 | void Frustum::setFrustumOffset(Real horizontal, Real vertical) |
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| 145 | { |
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| 146 | setFrustumOffset(Vector2(horizontal, vertical)); |
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| 147 | } |
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| 148 | //--------------------------------------------------------------------- |
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| 149 | const Vector2& Frustum::getFrustumOffset() const |
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| 150 | { |
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| 151 | return mFrustumOffset; |
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| 152 | } |
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| 153 | //--------------------------------------------------------------------- |
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| 154 | void Frustum::setFocalLength(Real focalLength) |
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| 155 | { |
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| 156 | if (focalLength <= 0) |
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| 157 | { |
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| 158 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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| 159 | "Focal length must be greater than zero.", |
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| 160 | "Frustum::setFocalLength"); |
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| 161 | } |
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| 162 | |
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| 163 | mFocalLength = focalLength; |
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| 164 | invalidateFrustum(); |
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| 165 | } |
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| 166 | //--------------------------------------------------------------------- |
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| 167 | Real Frustum::getFocalLength() const |
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| 168 | { |
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| 169 | return mFocalLength; |
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| 170 | } |
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| 171 | //----------------------------------------------------------------------- |
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| 172 | const Matrix4& Frustum::getProjectionMatrix(void) const |
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| 173 | { |
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| 174 | |
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| 175 | updateFrustum(); |
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| 176 | |
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| 177 | return mProjMatrix; |
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| 178 | } |
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| 179 | //----------------------------------------------------------------------- |
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| 180 | const Matrix4& Frustum::getProjectionMatrixWithRSDepth(void) const |
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| 181 | { |
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| 182 | |
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| 183 | updateFrustum(); |
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| 184 | |
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| 185 | return mProjMatrixRSDepth; |
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| 186 | } |
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| 187 | //----------------------------------------------------------------------- |
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| 188 | const Matrix4& Frustum::getProjectionMatrixRS(void) const |
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| 189 | { |
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| 190 | |
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| 191 | updateFrustum(); |
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| 192 | |
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| 193 | return mProjMatrixRS; |
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| 194 | } |
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| 195 | //----------------------------------------------------------------------- |
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| 196 | const Matrix4& Frustum::getViewMatrix(void) const |
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| 197 | { |
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| 198 | updateView(); |
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| 199 | |
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| 200 | return mViewMatrix; |
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| 201 | |
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| 202 | } |
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| 203 | |
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| 204 | //----------------------------------------------------------------------- |
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| 205 | const Plane* Frustum::getFrustumPlanes(void) const |
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| 206 | { |
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| 207 | // Make any pending updates to the calculated frustum planes |
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| 208 | updateFrustumPlanes(); |
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| 209 | |
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| 210 | return mFrustumPlanes; |
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| 211 | } |
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| 212 | |
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| 213 | //----------------------------------------------------------------------- |
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| 214 | const Plane& Frustum::getFrustumPlane(unsigned short plane) const |
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| 215 | { |
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| 216 | // Make any pending updates to the calculated frustum planes |
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| 217 | updateFrustumPlanes(); |
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| 218 | |
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| 219 | return mFrustumPlanes[plane]; |
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| 220 | |
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| 221 | } |
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| 222 | |
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| 223 | //----------------------------------------------------------------------- |
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| 224 | bool Frustum::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) const |
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| 225 | { |
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| 226 | // Null boxes always invisible |
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| 227 | if (bound.isNull()) return false; |
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| 228 | |
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| 229 | // Infinite boxes always visible |
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| 230 | if (bound.isInfinite()) return true; |
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| 231 | |
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| 232 | // Make any pending updates to the calculated frustum planes |
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| 233 | updateFrustumPlanes(); |
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| 234 | |
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| 235 | // Get centre of the box |
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| 236 | Vector3 centre = bound.getCenter(); |
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| 237 | // Get the half-size of the box |
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| 238 | Vector3 halfSize = bound.getHalfSize(); |
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| 239 | |
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| 240 | // For each plane, see if all points are on the negative side |
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| 241 | // If so, object is not visible |
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| 242 | for (int plane = 0; plane < 6; ++plane) |
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| 243 | { |
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| 244 | // Skip far plane if infinite view frustum |
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| 245 | if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) |
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| 246 | continue; |
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| 247 | |
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| 248 | Plane::Side side = mFrustumPlanes[plane].getSide(centre, halfSize); |
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| 249 | if (side == Plane::NEGATIVE_SIDE) |
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| 250 | { |
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| 251 | // ALL corners on negative side therefore out of view |
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| 252 | if (culledBy) |
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| 253 | *culledBy = (FrustumPlane)plane; |
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| 254 | return false; |
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| 255 | } |
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| 256 | |
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| 257 | } |
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| 258 | |
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| 259 | return true; |
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| 260 | } |
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| 261 | |
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| 262 | //----------------------------------------------------------------------- |
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| 263 | bool Frustum::isVisible(const Vector3& vert, FrustumPlane* culledBy) const |
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| 264 | { |
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| 265 | // Make any pending updates to the calculated frustum planes |
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| 266 | updateFrustumPlanes(); |
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| 267 | |
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| 268 | // For each plane, see if all points are on the negative side |
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| 269 | // If so, object is not visible |
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| 270 | for (int plane = 0; plane < 6; ++plane) |
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| 271 | { |
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| 272 | // Skip far plane if infinite view frustum |
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| 273 | if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) |
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| 274 | continue; |
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| 275 | |
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| 276 | if (mFrustumPlanes[plane].getSide(vert) == Plane::NEGATIVE_SIDE) |
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| 277 | { |
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| 278 | // ALL corners on negative side therefore out of view |
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| 279 | if (culledBy) |
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| 280 | *culledBy = (FrustumPlane)plane; |
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| 281 | return false; |
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| 282 | } |
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| 283 | |
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| 284 | } |
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| 285 | |
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| 286 | return true; |
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| 287 | } |
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| 288 | |
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| 289 | //----------------------------------------------------------------------- |
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| 290 | bool Frustum::isVisible(const Sphere& sphere, FrustumPlane* culledBy) const |
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| 291 | { |
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| 292 | // Make any pending updates to the calculated frustum planes |
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| 293 | updateFrustumPlanes(); |
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| 294 | |
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| 295 | // For each plane, see if sphere is on negative side |
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| 296 | // If so, object is not visible |
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| 297 | for (int plane = 0; plane < 6; ++plane) |
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| 298 | { |
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| 299 | // Skip far plane if infinite view frustum |
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| 300 | if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) |
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| 301 | continue; |
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| 302 | |
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| 303 | // If the distance from sphere center to plane is negative, and 'more negative' |
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| 304 | // than the radius of the sphere, sphere is outside frustum |
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| 305 | if (mFrustumPlanes[plane].getDistance(sphere.getCenter()) < -sphere.getRadius()) |
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| 306 | { |
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| 307 | // ALL corners on negative side therefore out of view |
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| 308 | if (culledBy) |
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| 309 | *culledBy = (FrustumPlane)plane; |
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| 310 | return false; |
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| 311 | } |
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| 312 | |
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| 313 | } |
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| 314 | |
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| 315 | return true; |
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| 316 | } |
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| 317 | //----------------------------------------------------------------------- |
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| 318 | void Frustum::calcProjectionParameters(Real& left, Real& right, Real& bottom, Real& top) const |
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| 319 | { |
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| 320 | if (mCustomProjMatrix) |
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| 321 | { |
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| 322 | // Convert clipspace corners to camera space |
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| 323 | Matrix4 invProj = mProjMatrix.inverse(); |
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| 324 | Vector3 topLeft(-0.5f, 0.5f, 0.0f); |
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| 325 | Vector3 bottomRight(0.5f, -0.5f, 0.0f); |
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| 326 | |
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| 327 | topLeft = invProj * topLeft; |
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| 328 | bottomRight = invProj * bottomRight; |
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| 329 | |
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| 330 | left = topLeft.x; |
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| 331 | top = topLeft.y; |
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| 332 | right = bottomRight.x; |
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| 333 | bottom = bottomRight.y; |
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| 334 | |
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| 335 | } |
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| 336 | else |
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| 337 | { |
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| 338 | // Calculate general projection parameters |
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| 339 | |
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| 340 | Radian thetaY (mFOVy * 0.5f); |
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| 341 | Real tanThetaY = Math::Tan(thetaY); |
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| 342 | Real tanThetaX = tanThetaY * mAspect; |
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| 343 | |
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| 344 | // Unknow how to apply frustum offset to orthographic camera, just ignore here |
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| 345 | Real nearFocal = (mProjType == PT_PERSPECTIVE) ? mNearDist / mFocalLength : 0; |
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| 346 | Real nearOffsetX = mFrustumOffset.x * nearFocal; |
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| 347 | Real nearOffsetY = mFrustumOffset.y * nearFocal; |
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| 348 | Real half_w = tanThetaX * mNearDist; |
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| 349 | Real half_h = tanThetaY * mNearDist; |
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| 350 | |
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| 351 | left = - half_w + nearOffsetX; |
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| 352 | right = + half_w + nearOffsetX; |
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| 353 | bottom = - half_h + nearOffsetY; |
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| 354 | top = + half_h + nearOffsetY; |
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| 355 | } |
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| 356 | } |
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| 357 | //----------------------------------------------------------------------- |
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| 358 | void Frustum::updateFrustumImpl(void) const |
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| 359 | { |
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| 360 | // Common calcs |
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| 361 | Real left, right, bottom, top; |
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| 362 | calcProjectionParameters(left, right, bottom, top); |
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| 363 | |
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| 364 | if (!mCustomProjMatrix) |
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| 365 | { |
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| 366 | |
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| 367 | // The code below will dealing with general projection |
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| 368 | // parameters, similar glFrustum and glOrtho. |
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| 369 | // Doesn't optimise manually except division operator, so the |
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| 370 | // code more self-explaining. |
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| 371 | |
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| 372 | Real inv_w = 1 / (right - left); |
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| 373 | Real inv_h = 1 / (top - bottom); |
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| 374 | Real inv_d = 1 / (mFarDist - mNearDist); |
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| 375 | |
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| 376 | // Recalc if frustum params changed |
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| 377 | if (mProjType == PT_PERSPECTIVE) |
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| 378 | { |
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| 379 | // Calc matrix elements |
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| 380 | Real A = 2 * mNearDist * inv_w; |
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| 381 | Real B = 2 * mNearDist * inv_h; |
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| 382 | Real C = (right + left) * inv_w; |
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| 383 | Real D = (top + bottom) * inv_h; |
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| 384 | Real q, qn; |
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| 385 | if (mFarDist == 0) |
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| 386 | { |
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| 387 | // Infinite far plane |
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| 388 | q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1; |
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| 389 | qn = mNearDist * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2); |
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| 390 | } |
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| 391 | else |
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| 392 | { |
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| 393 | q = - (mFarDist + mNearDist) * inv_d; |
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| 394 | qn = -2 * (mFarDist * mNearDist) * inv_d; |
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| 395 | } |
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| 396 | |
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| 397 | // NB: This creates 'uniform' perspective projection matrix, |
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| 398 | // which depth range [-1,1], right-handed rules |
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| 399 | // |
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| 400 | // [ A 0 C 0 ] |
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| 401 | // [ 0 B D 0 ] |
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| 402 | // [ 0 0 q qn ] |
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| 403 | // [ 0 0 -1 0 ] |
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| 404 | // |
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| 405 | // A = 2 * near / (right - left) |
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| 406 | // B = 2 * near / (top - bottom) |
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| 407 | // C = (right + left) / (right - left) |
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| 408 | // D = (top + bottom) / (top - bottom) |
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| 409 | // q = - (far + near) / (far - near) |
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| 410 | // qn = - 2 * (far * near) / (far - near) |
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| 411 | |
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| 412 | mProjMatrix = Matrix4::ZERO; |
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| 413 | mProjMatrix[0][0] = A; |
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| 414 | mProjMatrix[0][2] = C; |
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| 415 | mProjMatrix[1][1] = B; |
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| 416 | mProjMatrix[1][2] = D; |
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| 417 | mProjMatrix[2][2] = q; |
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| 418 | mProjMatrix[2][3] = qn; |
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| 419 | mProjMatrix[3][2] = -1; |
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| 420 | |
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| 421 | if (mObliqueDepthProjection) |
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| 422 | { |
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| 423 | // Translate the plane into view space |
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| 424 | |
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| 425 | // Don't use getViewMatrix here, incase overrided by |
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| 426 | // camera and return a cull frustum view matrix |
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| 427 | updateView(); |
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| 428 | Plane plane = mViewMatrix * mObliqueProjPlane; |
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| 429 | |
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| 430 | // Thanks to Eric Lenyel for posting this calculation |
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| 431 | // at www.terathon.com |
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| 432 | |
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| 433 | // Calculate the clip-space corner point opposite the |
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| 434 | // clipping plane |
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| 435 | // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and |
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| 436 | // transform it into camera space by multiplying it |
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| 437 | // by the inverse of the projection matrix |
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| 438 | |
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| 439 | /* generalised version |
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| 440 | Vector4 q = matrix.inverse() * |
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| 441 | Vector4(Math::Sign(plane.normal.x), |
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| 442 | Math::Sign(plane.normal.y), 1.0f, 1.0f); |
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| 443 | */ |
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| 444 | Vector4 q; |
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| 445 | q.x = (Math::Sign(plane.normal.x) + mProjMatrix[0][2]) / mProjMatrix[0][0]; |
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| 446 | q.y = (Math::Sign(plane.normal.y) + mProjMatrix[1][2]) / mProjMatrix[1][1]; |
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| 447 | q.z = -1; |
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| 448 | q.w = (1 + mProjMatrix[2][2]) / mProjMatrix[2][3]; |
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| 449 | |
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| 450 | // Calculate the scaled plane vector |
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| 451 | Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d); |
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| 452 | Vector4 c = clipPlane4d * (2 / (clipPlane4d.dotProduct(q))); |
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| 453 | |
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| 454 | // Replace the third row of the projection matrix |
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| 455 | mProjMatrix[2][0] = c.x; |
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| 456 | mProjMatrix[2][1] = c.y; |
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| 457 | mProjMatrix[2][2] = c.z + 1; |
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| 458 | mProjMatrix[2][3] = c.w; |
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| 459 | } |
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| 460 | } // perspective |
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| 461 | else if (mProjType == PT_ORTHOGRAPHIC) |
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| 462 | { |
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| 463 | Real A = 2 * inv_w; |
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| 464 | Real B = 2 * inv_h; |
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| 465 | Real C = - (right + left) * inv_w; |
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| 466 | Real D = - (top + bottom) * inv_h; |
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| 467 | Real q, qn; |
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| 468 | if (mFarDist == 0) |
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| 469 | { |
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| 470 | // Can not do infinite far plane here, avoid divided zero only |
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| 471 | q = - Frustum::INFINITE_FAR_PLANE_ADJUST / mNearDist; |
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| 472 | qn = - Frustum::INFINITE_FAR_PLANE_ADJUST - 1; |
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| 473 | } |
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| 474 | else |
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| 475 | { |
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| 476 | q = - 2 * inv_d; |
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| 477 | qn = - (mFarDist + mNearDist) * inv_d; |
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| 478 | } |
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| 479 | |
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| 480 | // NB: This creates 'uniform' orthographic projection matrix, |
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| 481 | // which depth range [-1,1], right-handed rules |
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| 482 | // |
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| 483 | // [ A 0 0 C ] |
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| 484 | // [ 0 B 0 D ] |
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| 485 | // [ 0 0 q qn ] |
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| 486 | // [ 0 0 0 1 ] |
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| 487 | // |
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| 488 | // A = 2 * / (right - left) |
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| 489 | // B = 2 * / (top - bottom) |
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| 490 | // C = - (right + left) / (right - left) |
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| 491 | // D = - (top + bottom) / (top - bottom) |
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| 492 | // q = - 2 / (far - near) |
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| 493 | // qn = - (far + near) / (far - near) |
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| 494 | |
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| 495 | mProjMatrix = Matrix4::ZERO; |
---|
| 496 | mProjMatrix[0][0] = A; |
---|
| 497 | mProjMatrix[0][3] = C; |
---|
| 498 | mProjMatrix[1][1] = B; |
---|
| 499 | mProjMatrix[1][3] = D; |
---|
| 500 | mProjMatrix[2][2] = q; |
---|
| 501 | mProjMatrix[2][3] = qn; |
---|
| 502 | mProjMatrix[3][3] = 1; |
---|
| 503 | } // ortho |
---|
| 504 | } // !mCustomProjMatrix |
---|
| 505 | |
---|
| 506 | RenderSystem* renderSystem = Root::getSingleton().getRenderSystem(); |
---|
| 507 | // API specific |
---|
| 508 | renderSystem->_convertProjectionMatrix(mProjMatrix, mProjMatrixRS); |
---|
| 509 | // API specific for Gpu Programs |
---|
| 510 | renderSystem->_convertProjectionMatrix(mProjMatrix, mProjMatrixRSDepth, true); |
---|
| 511 | |
---|
| 512 | |
---|
| 513 | // Calculate bounding box (local) |
---|
| 514 | // Box is from 0, down -Z, max dimensions as determined from far plane |
---|
| 515 | // If infinite view frustum just pick a far value |
---|
| 516 | Real farDist = (mFarDist == 0) ? 100000 : mFarDist; |
---|
| 517 | // Near plane bounds |
---|
| 518 | Vector3 min(left, bottom, -farDist); |
---|
| 519 | Vector3 max(right, top, 0); |
---|
| 520 | |
---|
| 521 | if (mCustomProjMatrix) |
---|
| 522 | { |
---|
| 523 | // Some custom projection matrices can have unusual inverted settings |
---|
| 524 | // So make sure the AABB is the right way around to start with |
---|
| 525 | Vector3 tmp = min; |
---|
| 526 | min.makeFloor(max); |
---|
| 527 | max.makeCeil(tmp); |
---|
| 528 | } |
---|
| 529 | |
---|
| 530 | if (mProjType == PT_PERSPECTIVE) |
---|
| 531 | { |
---|
| 532 | // Merge with far plane bounds |
---|
| 533 | Real radio = farDist / mNearDist; |
---|
| 534 | min.makeFloor(Vector3(left * radio, bottom * radio, -farDist)); |
---|
| 535 | max.makeCeil(Vector3(right * radio, top * radio, 0)); |
---|
| 536 | } |
---|
| 537 | mBoundingBox.setExtents(min, max); |
---|
| 538 | |
---|
| 539 | mRecalcFrustum = false; |
---|
| 540 | |
---|
| 541 | // Signal to update frustum clipping planes |
---|
| 542 | mRecalcFrustumPlanes = true; |
---|
| 543 | } |
---|
| 544 | //----------------------------------------------------------------------- |
---|
| 545 | void Frustum::updateFrustum(void) const |
---|
| 546 | { |
---|
| 547 | if (isFrustumOutOfDate()) |
---|
| 548 | { |
---|
| 549 | updateFrustumImpl(); |
---|
| 550 | } |
---|
| 551 | } |
---|
| 552 | |
---|
| 553 | //----------------------------------------------------------------------- |
---|
| 554 | void Frustum::updateVertexData(void) const |
---|
| 555 | { |
---|
| 556 | if (mRecalcVertexData) |
---|
| 557 | { |
---|
| 558 | if (mVertexData.vertexBufferBinding->getBufferCount() <= 0) |
---|
| 559 | { |
---|
| 560 | // Initialise vertex & index data |
---|
| 561 | mVertexData.vertexDeclaration->addElement(0, 0, VET_FLOAT3, VES_POSITION); |
---|
| 562 | mVertexData.vertexCount = 32; |
---|
| 563 | mVertexData.vertexStart = 0; |
---|
| 564 | mVertexData.vertexBufferBinding->setBinding( 0, |
---|
| 565 | HardwareBufferManager::getSingleton().createVertexBuffer( |
---|
| 566 | sizeof(float)*3, 32, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY) ); |
---|
| 567 | } |
---|
| 568 | |
---|
| 569 | // Note: Even though we can dealing with general projection matrix here, |
---|
| 570 | // but because it's incompatibly with infinite far plane, thus, we |
---|
| 571 | // still need to working with projection parameters. |
---|
| 572 | |
---|
| 573 | // Calc near plane corners |
---|
| 574 | Real vpLeft, vpRight, vpBottom, vpTop; |
---|
| 575 | calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop); |
---|
| 576 | |
---|
| 577 | // Treat infinite fardist as some arbitrary far value |
---|
| 578 | Real farDist = (mFarDist == 0) ? 100000 : mFarDist; |
---|
| 579 | |
---|
| 580 | // Calc far palne corners |
---|
| 581 | Real radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1; |
---|
| 582 | Real farLeft = vpLeft * radio; |
---|
| 583 | Real farRight = vpRight * radio; |
---|
| 584 | Real farBottom = vpBottom * radio; |
---|
| 585 | Real farTop = vpTop * radio; |
---|
| 586 | |
---|
| 587 | // Calculate vertex positions (local) |
---|
| 588 | // 0 is the origin |
---|
| 589 | // 1, 2, 3, 4 are the points on the near plane, top left first, clockwise |
---|
| 590 | // 5, 6, 7, 8 are the points on the far plane, top left first, clockwise |
---|
| 591 | HardwareVertexBufferSharedPtr vbuf = mVertexData.vertexBufferBinding->getBuffer(0); |
---|
| 592 | float* pFloat = static_cast<float*>(vbuf->lock(HardwareBuffer::HBL_DISCARD)); |
---|
| 593 | |
---|
| 594 | // near plane (remember frustum is going in -Z direction) |
---|
| 595 | *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 596 | *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 597 | |
---|
| 598 | *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 599 | *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 600 | |
---|
| 601 | *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 602 | *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 603 | |
---|
| 604 | *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 605 | *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 606 | |
---|
| 607 | // far plane (remember frustum is going in -Z direction) |
---|
| 608 | *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 609 | *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 610 | |
---|
| 611 | *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 612 | *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 613 | |
---|
| 614 | *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 615 | *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 616 | |
---|
| 617 | *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 618 | *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 619 | |
---|
| 620 | // Sides of the pyramid |
---|
| 621 | *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; |
---|
| 622 | *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 623 | |
---|
| 624 | *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; |
---|
| 625 | *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 626 | |
---|
| 627 | *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; |
---|
| 628 | *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 629 | |
---|
| 630 | *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; |
---|
| 631 | *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 632 | |
---|
| 633 | // Sides of the box |
---|
| 634 | |
---|
| 635 | *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 636 | *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 637 | |
---|
| 638 | *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; |
---|
| 639 | *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; |
---|
| 640 | |
---|
| 641 | *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 642 | *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 643 | |
---|
| 644 | *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; |
---|
| 645 | *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; |
---|
| 646 | |
---|
| 647 | |
---|
| 648 | vbuf->unlock(); |
---|
| 649 | |
---|
| 650 | mRecalcVertexData = false; |
---|
| 651 | } |
---|
| 652 | } |
---|
| 653 | |
---|
| 654 | //----------------------------------------------------------------------- |
---|
| 655 | bool Frustum::isViewOutOfDate(void) const |
---|
| 656 | { |
---|
| 657 | // Attached to node? |
---|
| 658 | if (mParentNode) |
---|
| 659 | { |
---|
| 660 | if (mRecalcView || |
---|
| 661 | mParentNode->_getDerivedOrientation() != mLastParentOrientation || |
---|
| 662 | mParentNode->_getDerivedPosition() != mLastParentPosition) |
---|
| 663 | { |
---|
| 664 | // Ok, we're out of date with SceneNode we're attached to |
---|
| 665 | mLastParentOrientation = mParentNode->_getDerivedOrientation(); |
---|
| 666 | mLastParentPosition = mParentNode->_getDerivedPosition(); |
---|
| 667 | mRecalcView = true; |
---|
| 668 | } |
---|
| 669 | } |
---|
| 670 | // Deriving reflection from linked plane? |
---|
| 671 | if (mLinkedReflectPlane && |
---|
| 672 | !(mLastLinkedReflectionPlane == mLinkedReflectPlane->_getDerivedPlane())) |
---|
| 673 | { |
---|
| 674 | mReflectPlane = mLinkedReflectPlane->_getDerivedPlane(); |
---|
| 675 | mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane); |
---|
| 676 | mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane(); |
---|
| 677 | mRecalcView = true; |
---|
| 678 | } |
---|
| 679 | |
---|
| 680 | return mRecalcView; |
---|
| 681 | } |
---|
| 682 | |
---|
| 683 | //----------------------------------------------------------------------- |
---|
| 684 | bool Frustum::isFrustumOutOfDate(void) const |
---|
| 685 | { |
---|
| 686 | // Deriving custom near plane from linked plane? |
---|
| 687 | if (mObliqueDepthProjection) |
---|
| 688 | { |
---|
| 689 | // Out of date when view out of data since plane needs to be in view space |
---|
| 690 | if (isViewOutOfDate()) |
---|
| 691 | { |
---|
| 692 | mRecalcFrustum = true; |
---|
| 693 | } |
---|
| 694 | // Update derived plane |
---|
| 695 | if (mLinkedObliqueProjPlane && |
---|
| 696 | !(mLastLinkedObliqueProjPlane == mLinkedObliqueProjPlane->_getDerivedPlane())) |
---|
| 697 | { |
---|
| 698 | mObliqueProjPlane = mLinkedObliqueProjPlane->_getDerivedPlane(); |
---|
| 699 | mLastLinkedObliqueProjPlane = mObliqueProjPlane; |
---|
| 700 | mRecalcFrustum = true; |
---|
| 701 | } |
---|
| 702 | } |
---|
| 703 | |
---|
| 704 | return mRecalcFrustum; |
---|
| 705 | } |
---|
| 706 | |
---|
| 707 | //----------------------------------------------------------------------- |
---|
| 708 | void Frustum::updateViewImpl(void) const |
---|
| 709 | { |
---|
| 710 | // ---------------------- |
---|
| 711 | // Update the view matrix |
---|
| 712 | // ---------------------- |
---|
| 713 | |
---|
| 714 | // View matrix is: |
---|
| 715 | // |
---|
| 716 | // [ Lx Uy Dz Tx ] |
---|
| 717 | // [ Lx Uy Dz Ty ] |
---|
| 718 | // [ Lx Uy Dz Tz ] |
---|
| 719 | // [ 0 0 0 1 ] |
---|
| 720 | // |
---|
| 721 | // Where T = -(Transposed(Rot) * Pos) |
---|
| 722 | |
---|
| 723 | // This is most efficiently done using 3x3 Matrices |
---|
| 724 | |
---|
| 725 | // Get orientation from quaternion |
---|
| 726 | |
---|
| 727 | if (!mCustomViewMatrix) |
---|
| 728 | { |
---|
| 729 | Matrix3 rot; |
---|
| 730 | const Quaternion& orientation = getOrientationForViewUpdate(); |
---|
| 731 | const Vector3& position = getPositionForViewUpdate(); |
---|
| 732 | orientation.ToRotationMatrix(rot); |
---|
| 733 | |
---|
| 734 | // Make the translation relative to new axes |
---|
| 735 | Matrix3 rotT = rot.Transpose(); |
---|
| 736 | Vector3 trans = -rotT * position; |
---|
| 737 | |
---|
| 738 | // Make final matrix |
---|
| 739 | mViewMatrix = Matrix4::IDENTITY; |
---|
| 740 | mViewMatrix = rotT; // fills upper 3x3 |
---|
| 741 | mViewMatrix[0][3] = trans.x; |
---|
| 742 | mViewMatrix[1][3] = trans.y; |
---|
| 743 | mViewMatrix[2][3] = trans.z; |
---|
| 744 | |
---|
| 745 | // Deal with reflections |
---|
| 746 | if (mReflect) |
---|
| 747 | { |
---|
| 748 | mViewMatrix = mViewMatrix * mReflectMatrix; |
---|
| 749 | } |
---|
| 750 | } |
---|
| 751 | |
---|
| 752 | mRecalcView = false; |
---|
| 753 | |
---|
| 754 | // Signal to update frustum clipping planes |
---|
| 755 | mRecalcFrustumPlanes = true; |
---|
| 756 | // Signal to update world space corners |
---|
| 757 | mRecalcWorldSpaceCorners = true; |
---|
| 758 | // Signal to update frustum if oblique plane enabled, |
---|
| 759 | // since plane needs to be in view space |
---|
| 760 | if (mObliqueDepthProjection) |
---|
| 761 | { |
---|
| 762 | mRecalcFrustum = true; |
---|
| 763 | } |
---|
| 764 | } |
---|
| 765 | //----------------------------------------------------------------------- |
---|
| 766 | void Frustum::updateView(void) const |
---|
| 767 | { |
---|
| 768 | if (isViewOutOfDate()) |
---|
| 769 | { |
---|
| 770 | updateViewImpl(); |
---|
| 771 | } |
---|
| 772 | } |
---|
| 773 | |
---|
| 774 | //----------------------------------------------------------------------- |
---|
| 775 | void Frustum::updateFrustumPlanesImpl(void) const |
---|
| 776 | { |
---|
| 777 | // ------------------------- |
---|
| 778 | // Update the frustum planes |
---|
| 779 | // ------------------------- |
---|
| 780 | Matrix4 combo = mProjMatrix * mViewMatrix; |
---|
| 781 | |
---|
| 782 | mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.x = combo[3][0] + combo[0][0]; |
---|
| 783 | mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.y = combo[3][1] + combo[0][1]; |
---|
| 784 | mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.z = combo[3][2] + combo[0][2]; |
---|
| 785 | mFrustumPlanes[FRUSTUM_PLANE_LEFT].d = combo[3][3] + combo[0][3]; |
---|
| 786 | |
---|
| 787 | mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.x = combo[3][0] - combo[0][0]; |
---|
| 788 | mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.y = combo[3][1] - combo[0][1]; |
---|
| 789 | mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.z = combo[3][2] - combo[0][2]; |
---|
| 790 | mFrustumPlanes[FRUSTUM_PLANE_RIGHT].d = combo[3][3] - combo[0][3]; |
---|
| 791 | |
---|
| 792 | mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.x = combo[3][0] - combo[1][0]; |
---|
| 793 | mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.y = combo[3][1] - combo[1][1]; |
---|
| 794 | mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.z = combo[3][2] - combo[1][2]; |
---|
| 795 | mFrustumPlanes[FRUSTUM_PLANE_TOP].d = combo[3][3] - combo[1][3]; |
---|
| 796 | |
---|
| 797 | mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.x = combo[3][0] + combo[1][0]; |
---|
| 798 | mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.y = combo[3][1] + combo[1][1]; |
---|
| 799 | mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.z = combo[3][2] + combo[1][2]; |
---|
| 800 | mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].d = combo[3][3] + combo[1][3]; |
---|
| 801 | |
---|
| 802 | mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.x = combo[3][0] + combo[2][0]; |
---|
| 803 | mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.y = combo[3][1] + combo[2][1]; |
---|
| 804 | mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.z = combo[3][2] + combo[2][2]; |
---|
| 805 | mFrustumPlanes[FRUSTUM_PLANE_NEAR].d = combo[3][3] + combo[2][3]; |
---|
| 806 | |
---|
| 807 | mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.x = combo[3][0] - combo[2][0]; |
---|
| 808 | mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.y = combo[3][1] - combo[2][1]; |
---|
| 809 | mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.z = combo[3][2] - combo[2][2]; |
---|
| 810 | mFrustumPlanes[FRUSTUM_PLANE_FAR].d = combo[3][3] - combo[2][3]; |
---|
| 811 | |
---|
| 812 | // Renormalise any normals which were not unit length |
---|
| 813 | for(int i=0; i<6; i++ ) |
---|
| 814 | { |
---|
| 815 | float length = mFrustumPlanes[i].normal.normalise(); |
---|
| 816 | mFrustumPlanes[i].d /= length; |
---|
| 817 | } |
---|
| 818 | |
---|
| 819 | mRecalcFrustumPlanes = false; |
---|
| 820 | } |
---|
| 821 | //----------------------------------------------------------------------- |
---|
| 822 | void Frustum::updateFrustumPlanes(void) const |
---|
| 823 | { |
---|
| 824 | updateView(); |
---|
| 825 | updateFrustum(); |
---|
| 826 | |
---|
| 827 | if (mRecalcFrustumPlanes) |
---|
| 828 | { |
---|
| 829 | updateFrustumPlanesImpl(); |
---|
| 830 | } |
---|
| 831 | } |
---|
| 832 | //----------------------------------------------------------------------- |
---|
| 833 | void Frustum::updateWorldSpaceCornersImpl(void) const |
---|
| 834 | { |
---|
| 835 | Matrix4 eyeToWorld = mViewMatrix.inverseAffine(); |
---|
| 836 | |
---|
| 837 | // Note: Even though we can dealing with general projection matrix here, |
---|
| 838 | // but because it's incompatibly with infinite far plane, thus, we |
---|
| 839 | // still need to working with projection parameters. |
---|
| 840 | |
---|
| 841 | // Calc near plane corners |
---|
| 842 | Real nearLeft, nearRight, nearBottom, nearTop; |
---|
| 843 | calcProjectionParameters(nearLeft, nearRight, nearBottom, nearTop); |
---|
| 844 | |
---|
| 845 | // Treat infinite fardist as some arbitrary far value |
---|
| 846 | Real farDist = (mFarDist == 0) ? 100000 : mFarDist; |
---|
| 847 | |
---|
| 848 | // Calc far palne corners |
---|
| 849 | Real radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1; |
---|
| 850 | Real farLeft = nearLeft * radio; |
---|
| 851 | Real farRight = nearRight * radio; |
---|
| 852 | Real farBottom = nearBottom * radio; |
---|
| 853 | Real farTop = nearTop * radio; |
---|
| 854 | |
---|
| 855 | // near |
---|
| 856 | mWorldSpaceCorners[0] = eyeToWorld.transformAffine(Vector3(nearRight, nearTop, -mNearDist)); |
---|
| 857 | mWorldSpaceCorners[1] = eyeToWorld.transformAffine(Vector3(nearLeft, nearTop, -mNearDist)); |
---|
| 858 | mWorldSpaceCorners[2] = eyeToWorld.transformAffine(Vector3(nearLeft, nearBottom, -mNearDist)); |
---|
| 859 | mWorldSpaceCorners[3] = eyeToWorld.transformAffine(Vector3(nearRight, nearBottom, -mNearDist)); |
---|
| 860 | // far |
---|
| 861 | mWorldSpaceCorners[4] = eyeToWorld.transformAffine(Vector3(farRight, farTop, -farDist)); |
---|
| 862 | mWorldSpaceCorners[5] = eyeToWorld.transformAffine(Vector3(farLeft, farTop, -farDist)); |
---|
| 863 | mWorldSpaceCorners[6] = eyeToWorld.transformAffine(Vector3(farLeft, farBottom, -farDist)); |
---|
| 864 | mWorldSpaceCorners[7] = eyeToWorld.transformAffine(Vector3(farRight, farBottom, -farDist)); |
---|
| 865 | |
---|
| 866 | |
---|
| 867 | mRecalcWorldSpaceCorners = false; |
---|
| 868 | } |
---|
| 869 | //----------------------------------------------------------------------- |
---|
| 870 | void Frustum::updateWorldSpaceCorners(void) const |
---|
| 871 | { |
---|
| 872 | updateView(); |
---|
| 873 | |
---|
| 874 | if (mRecalcWorldSpaceCorners) |
---|
| 875 | { |
---|
| 876 | updateWorldSpaceCornersImpl(); |
---|
| 877 | } |
---|
| 878 | |
---|
| 879 | } |
---|
| 880 | |
---|
| 881 | //----------------------------------------------------------------------- |
---|
| 882 | Real Frustum::getAspectRatio(void) const |
---|
| 883 | { |
---|
| 884 | return mAspect; |
---|
| 885 | } |
---|
| 886 | |
---|
| 887 | //----------------------------------------------------------------------- |
---|
| 888 | void Frustum::setAspectRatio(Real r) |
---|
| 889 | { |
---|
| 890 | mAspect = r; |
---|
| 891 | invalidateFrustum(); |
---|
| 892 | } |
---|
| 893 | |
---|
| 894 | //----------------------------------------------------------------------- |
---|
| 895 | const AxisAlignedBox& Frustum::getBoundingBox(void) const |
---|
| 896 | { |
---|
| 897 | return mBoundingBox; |
---|
| 898 | } |
---|
| 899 | //----------------------------------------------------------------------- |
---|
| 900 | void Frustum::_updateRenderQueue(RenderQueue* queue) |
---|
| 901 | { |
---|
| 902 | // Add self |
---|
| 903 | queue->addRenderable(this); |
---|
| 904 | } |
---|
| 905 | //----------------------------------------------------------------------- |
---|
| 906 | const String& Frustum::getMovableType(void) const |
---|
| 907 | { |
---|
| 908 | return msMovableType; |
---|
| 909 | } |
---|
| 910 | //----------------------------------------------------------------------- |
---|
| 911 | Real Frustum::getBoundingRadius(void) const |
---|
| 912 | { |
---|
| 913 | return (mFarDist == 0)? 100000 : mFarDist; |
---|
| 914 | } |
---|
| 915 | //----------------------------------------------------------------------- |
---|
| 916 | const MaterialPtr& Frustum::getMaterial(void) const |
---|
| 917 | { |
---|
| 918 | return mMaterial; |
---|
| 919 | } |
---|
| 920 | //----------------------------------------------------------------------- |
---|
| 921 | void Frustum::getRenderOperation(RenderOperation& op) |
---|
| 922 | { |
---|
| 923 | updateVertexData(); |
---|
| 924 | op.operationType = RenderOperation::OT_LINE_LIST; |
---|
| 925 | op.useIndexes = false; |
---|
| 926 | op.vertexData = &mVertexData; |
---|
| 927 | } |
---|
| 928 | //----------------------------------------------------------------------- |
---|
| 929 | void Frustum::getWorldTransforms(Matrix4* xform) const |
---|
| 930 | { |
---|
| 931 | if (mParentNode) |
---|
| 932 | *xform = mParentNode->_getFullTransform(); |
---|
| 933 | else |
---|
| 934 | *xform = Matrix4::IDENTITY; |
---|
| 935 | } |
---|
| 936 | //----------------------------------------------------------------------- |
---|
| 937 | const Quaternion& Frustum::getWorldOrientation(void) const |
---|
| 938 | { |
---|
| 939 | if (mParentNode) |
---|
| 940 | return mParentNode->_getDerivedOrientation(); |
---|
| 941 | else |
---|
| 942 | return Quaternion::IDENTITY; |
---|
| 943 | } |
---|
| 944 | //----------------------------------------------------------------------- |
---|
| 945 | const Vector3& Frustum::getWorldPosition(void) const |
---|
| 946 | { |
---|
| 947 | if (mParentNode) |
---|
| 948 | return mParentNode->_getDerivedPosition(); |
---|
| 949 | else |
---|
| 950 | return Vector3::ZERO; |
---|
| 951 | } |
---|
| 952 | //----------------------------------------------------------------------- |
---|
| 953 | Real Frustum::getSquaredViewDepth(const Camera* cam) const |
---|
| 954 | { |
---|
| 955 | // Calc from centre |
---|
| 956 | if (mParentNode) |
---|
| 957 | return (cam->getDerivedPosition() |
---|
| 958 | - mParentNode->_getDerivedPosition()).squaredLength(); |
---|
| 959 | else |
---|
| 960 | return 0; |
---|
| 961 | } |
---|
| 962 | //----------------------------------------------------------------------- |
---|
| 963 | const LightList& Frustum::getLights(void) const |
---|
| 964 | { |
---|
| 965 | // N/A |
---|
| 966 | static LightList ll; |
---|
| 967 | return ll; |
---|
| 968 | } |
---|
| 969 | //----------------------------------------------------------------------- |
---|
| 970 | void Frustum::_notifyCurrentCamera(Camera* cam) |
---|
| 971 | { |
---|
| 972 | // Make sure bounding box up-to-date |
---|
| 973 | updateFrustum(); |
---|
| 974 | |
---|
| 975 | MovableObject::_notifyCurrentCamera(cam); |
---|
| 976 | } |
---|
| 977 | |
---|
| 978 | // ------------------------------------------------------------------- |
---|
| 979 | void Frustum::invalidateFrustum() const |
---|
| 980 | { |
---|
| 981 | mRecalcFrustum = true; |
---|
| 982 | mRecalcFrustumPlanes = true; |
---|
| 983 | mRecalcWorldSpaceCorners = true; |
---|
| 984 | mRecalcVertexData = true; |
---|
| 985 | } |
---|
| 986 | // ------------------------------------------------------------------- |
---|
| 987 | void Frustum::invalidateView() const |
---|
| 988 | { |
---|
| 989 | mRecalcView = true; |
---|
| 990 | mRecalcFrustumPlanes = true; |
---|
| 991 | mRecalcWorldSpaceCorners = true; |
---|
| 992 | } |
---|
| 993 | // ------------------------------------------------------------------- |
---|
| 994 | const Vector3* Frustum::getWorldSpaceCorners(void) const |
---|
| 995 | { |
---|
| 996 | updateWorldSpaceCorners(); |
---|
| 997 | |
---|
| 998 | return mWorldSpaceCorners; |
---|
| 999 | } |
---|
| 1000 | //----------------------------------------------------------------------- |
---|
| 1001 | void Frustum::setProjectionType(ProjectionType pt) |
---|
| 1002 | { |
---|
| 1003 | mProjType = pt; |
---|
| 1004 | invalidateFrustum(); |
---|
| 1005 | } |
---|
| 1006 | |
---|
| 1007 | //----------------------------------------------------------------------- |
---|
| 1008 | ProjectionType Frustum::getProjectionType(void) const |
---|
| 1009 | { |
---|
| 1010 | return mProjType; |
---|
| 1011 | } |
---|
| 1012 | //----------------------------------------------------------------------- |
---|
| 1013 | const Vector3& Frustum::getPositionForViewUpdate(void) const |
---|
| 1014 | { |
---|
| 1015 | return mLastParentPosition; |
---|
| 1016 | } |
---|
| 1017 | //----------------------------------------------------------------------- |
---|
| 1018 | const Quaternion& Frustum::getOrientationForViewUpdate(void) const |
---|
| 1019 | { |
---|
| 1020 | return mLastParentOrientation; |
---|
| 1021 | } |
---|
| 1022 | //----------------------------------------------------------------------- |
---|
| 1023 | void Frustum::enableReflection(const Plane& p) |
---|
| 1024 | { |
---|
| 1025 | mReflect = true; |
---|
| 1026 | mReflectPlane = p; |
---|
| 1027 | mLinkedReflectPlane = 0; |
---|
| 1028 | mReflectMatrix = Math::buildReflectionMatrix(p); |
---|
| 1029 | invalidateView(); |
---|
| 1030 | |
---|
| 1031 | } |
---|
| 1032 | //----------------------------------------------------------------------- |
---|
| 1033 | void Frustum::enableReflection(const MovablePlane* p) |
---|
| 1034 | { |
---|
| 1035 | mReflect = true; |
---|
| 1036 | mLinkedReflectPlane = p; |
---|
| 1037 | mReflectPlane = mLinkedReflectPlane->_getDerivedPlane(); |
---|
| 1038 | mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane); |
---|
| 1039 | mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane(); |
---|
| 1040 | invalidateView(); |
---|
| 1041 | } |
---|
| 1042 | //----------------------------------------------------------------------- |
---|
| 1043 | void Frustum::disableReflection(void) |
---|
| 1044 | { |
---|
| 1045 | mReflect = false; |
---|
| 1046 | mLinkedReflectPlane = 0; |
---|
| 1047 | mLastLinkedReflectionPlane.normal = Vector3::ZERO; |
---|
| 1048 | invalidateView(); |
---|
| 1049 | } |
---|
| 1050 | //--------------------------------------------------------------------- |
---|
| 1051 | bool Frustum::projectSphere(const Sphere& sphere, |
---|
| 1052 | Real* left, Real* top, Real* right, Real* bottom) const |
---|
| 1053 | { |
---|
| 1054 | // See http://www.gamasutra.com/features/20021011/lengyel_06.htm |
---|
| 1055 | // Transform light position into camera space |
---|
| 1056 | |
---|
| 1057 | updateView(); |
---|
| 1058 | Vector3 eyeSpacePos = mViewMatrix.transformAffine(sphere.getCenter()); |
---|
| 1059 | |
---|
| 1060 | // initialise |
---|
| 1061 | *left = *bottom = -1.0f; |
---|
| 1062 | *right = *top = 1.0f; |
---|
| 1063 | |
---|
| 1064 | if (eyeSpacePos.z < 0) |
---|
| 1065 | { |
---|
| 1066 | updateFrustum(); |
---|
| 1067 | const Matrix4& projMatrix = getProjectionMatrix(); |
---|
| 1068 | Real r = sphere.getRadius(); |
---|
| 1069 | Real rsq = r * r; |
---|
| 1070 | |
---|
| 1071 | // early-exit |
---|
| 1072 | if (eyeSpacePos.squaredLength() <= rsq) |
---|
| 1073 | return false; |
---|
| 1074 | |
---|
| 1075 | Real Lxz = Math::Sqr(eyeSpacePos.x) + Math::Sqr(eyeSpacePos.z); |
---|
| 1076 | Real Lyz = Math::Sqr(eyeSpacePos.y) + Math::Sqr(eyeSpacePos.z); |
---|
| 1077 | |
---|
| 1078 | // Find the tangent planes to the sphere |
---|
| 1079 | // XZ first |
---|
| 1080 | // calculate quadratic discriminant: b*b - 4ac |
---|
| 1081 | // x = Nx |
---|
| 1082 | // a = Lx^2 + Lz^2 |
---|
| 1083 | // b = -2rLx |
---|
| 1084 | // c = r^2 - Lz^2 |
---|
| 1085 | Real a = Lxz; |
---|
| 1086 | Real b = -2.0 * r * eyeSpacePos.x; |
---|
| 1087 | Real c = rsq - Math::Sqr(eyeSpacePos.z); |
---|
| 1088 | Real D = b*b - 4*a*c; |
---|
| 1089 | |
---|
| 1090 | // two roots? |
---|
| 1091 | if (D > 0) |
---|
| 1092 | { |
---|
| 1093 | Real sqrootD = Math::Sqrt(D); |
---|
| 1094 | // solve the quadratic to get the components of the normal |
---|
| 1095 | Real Nx0 = (-b + sqrootD) / (2 * a); |
---|
| 1096 | Real Nx1 = (-b - sqrootD) / (2 * a); |
---|
| 1097 | |
---|
| 1098 | // Derive Z from this |
---|
| 1099 | Real Nz0 = (r - Nx0 * eyeSpacePos.x) / eyeSpacePos.z; |
---|
| 1100 | Real Nz1 = (r - Nx1 * eyeSpacePos.x) / eyeSpacePos.z; |
---|
| 1101 | |
---|
| 1102 | // Get the point of tangency |
---|
| 1103 | // Only consider points of tangency in front of the camera |
---|
| 1104 | Real Pz0 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz0 / Nx0) * eyeSpacePos.x)); |
---|
| 1105 | if (Pz0 < 0) |
---|
| 1106 | { |
---|
| 1107 | // Project point onto near plane in worldspace |
---|
| 1108 | Real nearx0 = (Nz0 * mNearDist) / Nx0; |
---|
| 1109 | // now we need to map this to viewport coords |
---|
| 1110 | // use projection matrix since that will take into account all factors |
---|
| 1111 | Vector3 relx0 = projMatrix * Vector3(nearx0, 0, -mNearDist); |
---|
| 1112 | |
---|
| 1113 | // find out whether this is a left side or right side |
---|
| 1114 | Real Px0 = -(Pz0 * Nz0) / Nx0; |
---|
| 1115 | if (Px0 > eyeSpacePos.x) |
---|
| 1116 | { |
---|
| 1117 | *right = std::min(*right, relx0.x); |
---|
| 1118 | } |
---|
| 1119 | else |
---|
| 1120 | { |
---|
| 1121 | *left = std::max(*left, relx0.x); |
---|
| 1122 | } |
---|
| 1123 | } |
---|
| 1124 | Real Pz1 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz1 / Nx1) * eyeSpacePos.x)); |
---|
| 1125 | if (Pz1 < 0) |
---|
| 1126 | { |
---|
| 1127 | // Project point onto near plane in worldspace |
---|
| 1128 | Real nearx1 = (Nz1 * mNearDist) / Nx1; |
---|
| 1129 | // now we need to map this to viewport coords |
---|
| 1130 | // use projection matrix since that will take into account all factors |
---|
| 1131 | Vector3 relx1 = projMatrix * Vector3(nearx1, 0, -mNearDist); |
---|
| 1132 | |
---|
| 1133 | // find out whether this is a left side or right side |
---|
| 1134 | Real Px1 = -(Pz1 * Nz1) / Nx1; |
---|
| 1135 | if (Px1 > eyeSpacePos.x) |
---|
| 1136 | { |
---|
| 1137 | *right = std::min(*right, relx1.x); |
---|
| 1138 | } |
---|
| 1139 | else |
---|
| 1140 | { |
---|
| 1141 | *left = std::max(*left, relx1.x); |
---|
| 1142 | } |
---|
| 1143 | } |
---|
| 1144 | } |
---|
| 1145 | |
---|
| 1146 | |
---|
| 1147 | // Now YZ |
---|
| 1148 | // calculate quadratic discriminant: b*b - 4ac |
---|
| 1149 | // x = Ny |
---|
| 1150 | // a = Ly^2 + Lz^2 |
---|
| 1151 | // b = -2rLy |
---|
| 1152 | // c = r^2 - Lz^2 |
---|
| 1153 | a = Lyz; |
---|
| 1154 | b = -2.0 * r * eyeSpacePos.y; |
---|
| 1155 | c = rsq - Math::Sqr(eyeSpacePos.z); |
---|
| 1156 | D = b*b - 4*a*c; |
---|
| 1157 | |
---|
| 1158 | // two roots? |
---|
| 1159 | if (D > 0) |
---|
| 1160 | { |
---|
| 1161 | Real sqrootD = Math::Sqrt(D); |
---|
| 1162 | // solve the quadratic to get the components of the normal |
---|
| 1163 | Real Ny0 = (-b + sqrootD) / (2 * a); |
---|
| 1164 | Real Ny1 = (-b - sqrootD) / (2 * a); |
---|
| 1165 | |
---|
| 1166 | // Derive Z from this |
---|
| 1167 | Real Nz0 = (r - Ny0 * eyeSpacePos.y) / eyeSpacePos.z; |
---|
| 1168 | Real Nz1 = (r - Ny1 * eyeSpacePos.y) / eyeSpacePos.z; |
---|
| 1169 | |
---|
| 1170 | // Get the point of tangency |
---|
| 1171 | // Only consider points of tangency in front of the camera |
---|
| 1172 | Real Pz0 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz0 / Ny0) * eyeSpacePos.y)); |
---|
| 1173 | if (Pz0 < 0) |
---|
| 1174 | { |
---|
| 1175 | // Project point onto near plane in worldspace |
---|
| 1176 | Real neary0 = (Nz0 * mNearDist) / Ny0; |
---|
| 1177 | // now we need to map this to viewport coords |
---|
| 1178 | // use projection matriy since that will take into account all factors |
---|
| 1179 | Vector3 rely0 = projMatrix * Vector3(0, neary0, -mNearDist); |
---|
| 1180 | |
---|
| 1181 | // find out whether this is a top side or bottom side |
---|
| 1182 | Real Py0 = -(Pz0 * Nz0) / Ny0; |
---|
| 1183 | if (Py0 > eyeSpacePos.y) |
---|
| 1184 | { |
---|
| 1185 | *top = std::min(*top, rely0.y); |
---|
| 1186 | } |
---|
| 1187 | else |
---|
| 1188 | { |
---|
| 1189 | *bottom = std::max(*bottom, rely0.y); |
---|
| 1190 | } |
---|
| 1191 | } |
---|
| 1192 | Real Pz1 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz1 / Ny1) * eyeSpacePos.y)); |
---|
| 1193 | if (Pz1 < 0) |
---|
| 1194 | { |
---|
| 1195 | // Project point onto near plane in worldspace |
---|
| 1196 | Real neary1 = (Nz1 * mNearDist) / Ny1; |
---|
| 1197 | // now we need to map this to viewport coords |
---|
| 1198 | // use projection matriy since that will take into account all factors |
---|
| 1199 | Vector3 rely1 = projMatrix * Vector3(0, neary1, -mNearDist); |
---|
| 1200 | |
---|
| 1201 | // find out whether this is a top side or bottom side |
---|
| 1202 | Real Py1 = -(Pz1 * Nz1) / Ny1; |
---|
| 1203 | if (Py1 > eyeSpacePos.y) |
---|
| 1204 | { |
---|
| 1205 | *top = std::min(*top, rely1.y); |
---|
| 1206 | } |
---|
| 1207 | else |
---|
| 1208 | { |
---|
| 1209 | *bottom = std::max(*bottom, rely1.y); |
---|
| 1210 | } |
---|
| 1211 | } |
---|
| 1212 | } |
---|
| 1213 | } |
---|
| 1214 | |
---|
| 1215 | return (*left != -1.0f) || (*top != 1.0f) || (*right != 1.0f) || (*bottom != -1.0f); |
---|
| 1216 | |
---|
| 1217 | } |
---|
| 1218 | //--------------------------------------------------------------------- |
---|
| 1219 | void Frustum::enableCustomNearClipPlane(const MovablePlane* plane) |
---|
| 1220 | { |
---|
| 1221 | mObliqueDepthProjection = true; |
---|
| 1222 | mLinkedObliqueProjPlane = plane; |
---|
| 1223 | mObliqueProjPlane = plane->_getDerivedPlane(); |
---|
| 1224 | invalidateFrustum(); |
---|
| 1225 | } |
---|
| 1226 | //--------------------------------------------------------------------- |
---|
| 1227 | void Frustum::enableCustomNearClipPlane(const Plane& plane) |
---|
| 1228 | { |
---|
| 1229 | mObliqueDepthProjection = true; |
---|
| 1230 | mLinkedObliqueProjPlane = 0; |
---|
| 1231 | mObliqueProjPlane = plane; |
---|
| 1232 | invalidateFrustum(); |
---|
| 1233 | } |
---|
| 1234 | //--------------------------------------------------------------------- |
---|
| 1235 | void Frustum::disableCustomNearClipPlane(void) |
---|
| 1236 | { |
---|
| 1237 | mObliqueDepthProjection = false; |
---|
| 1238 | mLinkedObliqueProjPlane = 0; |
---|
| 1239 | invalidateFrustum(); |
---|
| 1240 | } |
---|
| 1241 | //--------------------------------------------------------------------- |
---|
| 1242 | void Frustum::setCustomViewMatrix(bool enable, const Matrix4& viewMatrix) |
---|
| 1243 | { |
---|
| 1244 | mCustomViewMatrix = enable; |
---|
| 1245 | if (enable) |
---|
| 1246 | { |
---|
| 1247 | assert(viewMatrix.isAffine()); |
---|
| 1248 | mViewMatrix = viewMatrix; |
---|
| 1249 | } |
---|
| 1250 | invalidateView(); |
---|
| 1251 | } |
---|
| 1252 | //--------------------------------------------------------------------- |
---|
| 1253 | void Frustum::setCustomProjectionMatrix(bool enable, const Matrix4& projMatrix) |
---|
| 1254 | { |
---|
| 1255 | mCustomProjMatrix = enable; |
---|
| 1256 | if (enable) |
---|
| 1257 | { |
---|
| 1258 | mProjMatrix = projMatrix; |
---|
| 1259 | } |
---|
| 1260 | invalidateFrustum(); |
---|
| 1261 | } |
---|
| 1262 | |
---|
| 1263 | |
---|
| 1264 | |
---|
| 1265 | } // namespace Ogre |
---|