Example #1
0
	FWCamera::FWCamera(FWGraphics* pkGraphics)
	{
		m_pkGraphics = pkGraphics;
		if(CORE3D_FAILED(m_pkGraphics->GetDevice()->CreateRenderTarget(&m_pkRenderTarget)))
		{
			m_pkRenderTarget = NULL;
		}
		m_bLockedSurfaceViewport = false;

		Core3D::MatrixIdentity(m_kMatWorld);
		Core3D::MatrixIdentity(m_kMatView);
		Core3D::MatrixIdentity(m_kMatProjection);

		BuildFrustum();
	}
Example #2
0
	void FWCamera::CalculateView()
	{
		Matrix4x4 kMatRotation, kMatTranslation;
		Core3D::MatrixTranslation(kMatTranslation, -m_kPosition);
		Core3D::MatrixRotationQuaternion(kMatRotation, m_kOrientation);
		m_kMatView = kMatTranslation * kMatRotation;

		// COMMENT : Update camera axis
		Core3D::MatrixTranspose(kMatRotation, kMatRotation);
		m_kDirection.x	= kMatRotation._31;
		m_kDirection.y	= kMatRotation._32;
		m_kDirection.z	= kMatRotation._33;

		m_kUp.x			= kMatRotation._21;
		m_kUp.y			= kMatRotation._22;
		m_kUp.z			= kMatRotation._23;

		m_kRight.x		= kMatRotation._11;
		m_kRight.y		= kMatRotation._12;
		m_kRight.z		= kMatRotation._13;

		// COMMENT : Re-build frustum
		BuildFrustum();
	}
Example #3
0
void Renderer::FrustumCull(const Scene * scene, const Vector3f& camera_position,
        const Array<SceneObject*> & scene_objects,
        Array<RenderData*> & render_data_vector, const Matrix4f &vp_matrix,
        const OESShader * oesShader) {
    for (auto it = scene_objects.Begin(); it != scene_objects.End(); ++it) {
        SceneObject *scene_object = (*it);
        RenderData* render_data = scene_object->GetRenderData();
        if (render_data == nullptr || render_data->GetMaterial() == nullptr) {
            continue;
        }

        // Check for frustum culling flag
        if (!scene->GetFrustumCulling()) {
            //No occlusion or frustum tests enabled
            render_data_vector.PushBack(render_data);
            continue;
        }

        // Frustum culling setup
        Mesh* currentMesh = render_data->GetMesh();
        if (currentMesh == nullptr) {
            continue;
        }

        BoundingBoxInfo bounding_box_info = currentMesh->GetBoundingBoxInfo();

        Matrix4f modelMatrixTmp = render_data->GetOwnerObject()->GetMatrixWorld();
        Matrix4f mvpMatrixTmp(vp_matrix * modelMatrixTmp);

        // Frustum
        float frustum[6][4];

        // Matrix to array
        float mvp_matrix_array[16] = { 0.0 };
        const float *mat_to_array = (const float*)mvpMatrixTmp.Transposed().M[0]; // TODO this is originally glm::mat4 so transposed
        memcpy(mvp_matrix_array, mat_to_array, sizeof(float) * 16);

        // Build the frustum
        BuildFrustum(frustum, mvp_matrix_array);

        // Check for being inside or outside frustum
        bool is_inside = IsCubeInFrustum(frustum, bounding_box_info);

        // Only push those scene objects that are inside of the frustum
        if (!is_inside) {
            scene_object->SetInFrustum(false);
            continue;
        }

        // Transform the bounding sphere
        const BoundingSphereInfo sphereInfo = currentMesh->GetBoundingSphereInfo();
        Vector4f sphere_center(sphereInfo.center, 1.0f);
        Vector4f transformed_sphere_center = mvpMatrixTmp.Transform(sphere_center);

        // Calculate distance from camera
        Vector4f position(camera_position, 1.0f);
        Vector4f difference = transformed_sphere_center - position;
        float distance = difference.Dot(difference);

        // this distance will be used when sorting transparent objects
        render_data->SetCameraDistance(distance);

        // Check if this is the correct LOD level
        if (!scene_object->InLODRange(distance)) {
            // not in range, don't add it to the list
            continue;
        }

        scene_object->SetInFrustum();
        bool visible = scene_object->IsVisible();

        //If visibility flag was set by an earlier occlusion query,
        //turn visibility on for the object
        if (visible) {
            render_data_vector.PushBack(render_data);
        }

        if (render_data->GetMaterial() == nullptr
                || !scene->GetOcclusionCulling()) {
            continue;
        }
    }
}