BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts) { S32 i, num_faces; LLDrawable* drawablep = volumep->mDrawable; if (!drawablep) { return FALSE; } LLVolume* volume = volumep->getVolume(); if (!volume) { BOOL inside = pointInFrustum(volumep->getRenderPosition()); return (inside > 0); } LLVOVolume* vo_volume = (LLVOVolume*) volumep; vo_volume->updateRelativeXform(); LLMatrix4 mat = vo_volume->getRelativeXform(); LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition())); num_faces = volume->getNumVolumeFaces(); for (i = 0; i < num_faces; i++) { const LLVolumeFace& face = volume->getVolumeFace(i); for (U32 v = 0; v < face.mVertices.size(); v++) { LLVector4 vec = LLVector4(face.mVertices[v].mPosition) * mat; if (drawablep->isActive()) { vec = vec * render_mat; } BOOL in_frustum = pointInFrustum(LLVector3(vec)) > 0; if (( !in_frustum && all_verts) || (in_frustum && !all_verts)) { return !all_verts; } } } return all_verts; }
bool GLRenderer::chunkInFrustum(Chunk* chunk) { //Edit to deal with encapsulating chunk float hSize = Chunk::CHUNK_SIZE/2; glm::vec3 cPos = chunk->getPos() * (float)2 * hSize; glm::vec3 p1, p2, p3, p4, p5, p6, p7, p8; p1 = glm::vec3(cPos.x - hSize, cPos.y - hSize, cPos.z + hSize); p2 = glm::vec3(cPos.x + hSize, cPos.y - hSize, cPos.z + hSize); p3 = glm::vec3(cPos.x + hSize, cPos.y + hSize, cPos.z + hSize); p4 = glm::vec3(cPos.x + hSize, cPos.y - hSize, cPos.z + hSize); p5 = glm::vec3(cPos.x + hSize, cPos.y - hSize, cPos.z - hSize); p6 = glm::vec3(cPos.x - hSize, cPos.y - hSize, cPos.z - hSize); p7 = glm::vec3(cPos.x - hSize, cPos.y + hSize, cPos.z - hSize); p8 = glm::vec3(cPos.x + hSize, cPos.y + hSize, cPos.z - hSize); bool i1 = pointInFrustum(p1); bool i2 = pointInFrustum(p2); bool i3 = pointInFrustum(p3); bool i4 = pointInFrustum(p4); bool i5 = pointInFrustum(p5); bool i6 = pointInFrustum(p6); bool i7 = pointInFrustum(p7); bool i8 = pointInFrustum(p8); return i1 || i2 || i3 || i4 || i5 || i6 || i7 || i8; }
// returns true if any points are inside of the frustum bool Frustum::somePointsInFrustum(const vec3* points, int numPoints) const { for (int i = 0; i < numPoints; i++) { if (pointInFrustum(points[i])) return true; } return false; }
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts) { S32 i, num_faces; LLDrawable* drawablep = volumep->mDrawable; if (!drawablep) { return FALSE; } LLVolume* volume = volumep->getVolume(); if (!volume) { return FALSE; } LLVOVolume* vo_volume = (LLVOVolume*) volumep; vo_volume->updateRelativeXform(); LLMatrix4 mat = vo_volume->getRelativeXform(); LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition())); LLMatrix4a render_mata; render_mata.loadu(render_mat); LLMatrix4a mata; mata.loadu(mat); num_faces = volume->getNumVolumeFaces(); for (i = 0; i < num_faces; i++) { const LLVolumeFace& face = volume->getVolumeFace(i); for (U32 v = 0; v < face.mNumVertices; v++) { const LLVector4a& src_vec = face.mPositions[v]; LLVector4a vec; mata.affineTransform(src_vec, vec); if (drawablep->isActive()) { LLVector4a t = vec; render_mata.affineTransform(t, vec); } BOOL in_frustum = pointInFrustum(LLVector3(vec.getF32ptr())) > 0; if (( !in_frustum && all_verts) || (in_frustum && !all_verts)) { return !all_verts; } } } return all_verts; }
void Camera3D::draw_gl () { Vector3DF pnt; int va, vb; if ( !mOps[0] ) return; // Box testing // // NOTES: This demonstrates AABB box testing against the frustum // Boxes tested are 10x10x10 size, spaced apart from each other so we can see them. if ( mOps[5] ) { glPushMatrix (); glEnable ( GL_LIGHTING ); glColor3f ( 1, 1, 1 ); Vector3DF bmin, bmax, vmin, vmax; int lod; for (float y=0; y < 100; y += 10.0 ) { for (float z=-100; z < 100; z += 10.0 ) { for (float x=-100; x < 100; x += 10.0 ) { bmin.Set ( x, y, z ); bmax.Set ( x+8, y+8, z+8 ); if ( boxInFrustum ( bmin, bmax ) ) { lod = (int) calculateLOD ( bmin, 1, 5, 300.0 ); //rendGL->drawCube ( bmin, bmax, Vector3DF(1,1,1) ); } } } } glPopMatrix (); } glDisable ( GL_LIGHTING ); glLoadMatrixf ( getViewMatrix().GetDataF() ); // Frustum planes (world space) // // NOTE: The frustum planes are drawn as discs because // they are boundless (infinite). The minimum information contained in the // plane equation is normal direction and distance from plane to origin. // This sufficiently defines infinite planes for inside/outside testing, // but cannot be used to draw the view frustum without more information. // Drawing is done as discs here to verify the frustum plane equations. if ( mOps[2] ) { glBegin ( GL_POINTS ); glColor3f ( 1, 1, 0 ); Vector3DF norm; Vector3DF side, up; for (int n=0; n < 6; n++ ) { norm.Set ( frustum[n][0], frustum[n][1], frustum[n][2] ); glColor3f ( n/6.0, 1.0- (n/6.0), 0.5 ); side = Vector3DF(0,1,0); side.Cross ( norm ); side.Normalize (); up = side; up.Cross ( norm ); up.Normalize(); norm *= frustum[n][3]; for (float y=-50; y < 50; y += 1.0 ) { for (float x=-50; x < 50; x += 1.0 ) { if ( x*x+y*y < 1000 ) { //pnt = side * x + up * y - norm; pnt = side; Vector3DF tv = up; tv *= y; pnt *= x; pnt += tv; pnt -= norm; glVertex3f ( pnt.x, pnt.y, pnt.z ); } } } } glEnd (); } // Inside/outside testing // // NOTES: This code demonstrates frustum clipping // tests on individual points. if ( mOps[4] ) { glColor3f ( 1, 1, 1 ); glBegin ( GL_POINTS ); for (float z=-100; z < 100; z += 4.0 ) { for (float y=0; y < 100; y += 4.0 ) { for (float x=-100; x < 100; x += 4.0 ) { if ( pointInFrustum ( x, y, z) ) { glVertex3f ( x, y, z ); } } } } glEnd (); } // Inverse rays (world space) // // NOTES: This code demonstrates drawing // inverse camera rays, as might be needed for raytracing or hit testing. if ( mOps[3] ) { glBegin ( GL_LINES ); glColor3f ( 0, 1, 0); for (float x = 0; x <= 1.0; x+= 0.5 ) { for (float y = 0; y <= 1.0; y+= 0.5 ) { pnt = inverseRay ( x, y, mFar ); pnt += from_pos; glVertex3f ( from_pos.x, from_pos.y, from_pos.z ); // all inverse rays originate at the camera center glVertex3f ( pnt.x, pnt.y, pnt.z ); } } glEnd (); } // Projection // // NOTES: This code demonstrates // perspective projection _without_ using the OpenGL pipeline. // Projection is done by the camera class. A cube is drawn on the near plane. // Cube geometry Vector3DF pnts[8]; Vector3DI edge[12]; pnts[0].Set ( 0, 0, 0 ); pnts[1].Set ( 10, 0, 0 ); pnts[2].Set ( 10, 0, 10 ); pnts[3].Set ( 0, 0, 10 ); // lower points (y=0) pnts[4].Set ( 0, 10, 0 ); pnts[5].Set ( 10, 10, 0 ); pnts[6].Set ( 10, 10, 10 ); pnts[7].Set ( 0, 10, 10 ); // upper points (y=10) edge[0].Set ( 0, 1, 0 ); edge[1].Set ( 1, 2, 0 ); edge[2].Set ( 2, 3, 0 ); edge[3].Set ( 3, 0, 0 ); // 4 lower edges edge[4].Set ( 4, 5, 0 ); edge[5].Set ( 5, 6, 0 ); edge[6].Set ( 6, 7, 0 ); edge[7].Set ( 7, 4, 0 ); // 4 upper edges edge[8].Set ( 0, 4, 0 ); edge[9].Set ( 1, 5, 0 ); edge[10].Set ( 2, 6, 0 ); edge[11].Set ( 3, 7, 0 ); // 4 vertical edges // -- White cube is drawn using OpenGL projection if ( mOps[6] ) { glBegin ( GL_LINES ); glColor3f ( 1, 1, 1); for (int e = 0; e < 12; e++ ) { va = edge[e].x; vb = edge[e].y; glVertex3f ( pnts[va].x, pnts[va].y, pnts[va].z ); glVertex3f ( pnts[vb].x, pnts[vb].y, pnts[vb].z ); } glEnd (); } //---- Draw the following in camera space.. // NOTES: // The remainder drawing steps are done in // camera space. This is done by multiplying by the // inverse_rotation matrix, which transforms from camera to world space. // The camera axes, near, and far planes can now be drawn in camera space. glPushMatrix (); glLoadMatrixf ( getViewMatrix().GetDataF() ); glTranslatef ( from_pos.x, from_pos.y, from_pos.z ); glMultMatrixf ( invrot_matrix.GetDataF() ); // camera space --to--> world space // -- Red cube is drawn on the near plane using software projection pipeline. See Camera3D::project if ( mOps[6] ) { glBegin ( GL_LINES ); glColor3f ( 1, 0, 0); Vector4DF proja, projb; for (int e = 0; e < 12; e++ ) { va = edge[e].x; vb = edge[e].y; proja = project ( pnts[va] ); projb = project ( pnts[vb] ); if ( proja.w > 0 && projb.w > 0 && proja.w < 1 && projb.w < 1) { // Very simple Z clipping (try commenting this out and see what happens) glVertex3f ( proja.x, proja.y, proja.z ); glVertex3f ( projb.x, projb.y, projb.z ); } } glEnd (); } // Camera axes glBegin ( GL_LINES ); float to_d = (from_pos - to_pos).Length(); glColor3f ( .8,.8,.8); glVertex3f ( 0, 0, 0 ); glVertex3f ( 0, 0, -to_d ); glColor3f ( 1,0,0); glVertex3f ( 0, 0, 0 ); glVertex3f ( 10, 0, 0 ); glColor3f ( 0,1,0); glVertex3f ( 0, 0, 0 ); glVertex3f ( 0, 10, 0 ); glColor3f ( 0,0,1); glVertex3f ( 0, 0, 0 ); glVertex3f ( 0, 0, 10 ); glEnd (); if ( mOps[1] ) { // Near plane float sy = tan ( mFov * DEGtoRAD / 2.0); float sx = sy * mAspect; glColor3f ( 0.8, 0.8, 0.8 ); glBegin ( GL_LINE_LOOP ); glVertex3f ( -mNear*sx, mNear*sy, -mNear ); glVertex3f ( mNear*sx, mNear*sy, -mNear ); glVertex3f ( mNear*sx, -mNear*sy, -mNear ); glVertex3f ( -mNear*sx, -mNear*sy, -mNear ); glEnd (); // Far plane glBegin ( GL_LINE_LOOP ); glVertex3f ( -mFar*sx, mFar*sy, -mFar ); glVertex3f ( mFar*sx, mFar*sy, -mFar ); glVertex3f ( mFar*sx, -mFar*sy, -mFar ); glVertex3f ( -mFar*sx, -mFar*sy, -mFar ); glEnd (); // Subview Near plane float l, r, t, b; l = -sx + 2.0*sx*mTile.x; // Tile is in range 0 <= x,y <= 1 r = -sx + 2.0*sx*mTile.z; t = sy - 2.0*sy*mTile.y; b = sy - 2.0*sy*mTile.w; glColor3f ( 0.8, 0.8, 0.0 ); glBegin ( GL_LINE_LOOP ); glVertex3f ( l * mNear, t * mNear, -mNear ); glVertex3f ( r * mNear, t * mNear, -mNear ); glVertex3f ( r * mNear, b * mNear, -mNear ); glVertex3f ( l * mNear, b * mNear, -mNear ); glEnd (); // Subview Far plane glBegin ( GL_LINE_LOOP ); glVertex3f ( l * mFar, t * mFar, -mFar ); glVertex3f ( r * mFar, t * mFar, -mFar ); glVertex3f ( r * mFar, b * mFar, -mFar ); glVertex3f ( l * mFar, b * mFar, -mFar ); glEnd (); } glPopMatrix (); }