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frustum.c
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/*
* Hostile Takeover:
* CS248 Final Project, Fall 2004
*
* Written by Jonathan Reeves
*
* A simple 3D video game demonstrating the use of OpenGL for graphics
* rendering with a number of advanced techniques and optimizations to make
* it interesting. See the README file which came with this package for more
* details. It also includes a list of sources which were consulted while
* building this software package.
*
*/
#include "frustum.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
/* a useful routine not used anywhere else... */
void MatrixMult(float *ret, float *arg1, float *arg2, int M, int N){
int i, j, k;
float temp;
for(i = 0; i < M; i++){
for(j = 0; j < N; j++){
temp = 0.0;
for(k = 0; k < M; k++){
temp += (*(arg1 + M*i + k)) * (*(arg2 + k*M + j));
}
*(ret + M*i + j) = temp;
}
}
}
/* we need a special normalization routine since it's a 4d vector */
void NormalizePlane(frustum_t *frust, int side){
float magnitude;
magnitude = (float)sqrt( (frust->pView)[side][A] * (frust->pView)[side][A] +
(frust->pView)[side][B] * (frust->pView)[side][B] +
(frust->pView)[side][C] * (frust->pView)[side][C] );
(frust->pView)[side][A] /= magnitude;
(frust->pView)[side][B] /= magnitude;
(frust->pView)[side][C] /= magnitude;
(frust->pView)[side][D] /= magnitude;
}
/* unnecessary overhead but API consistency */
void FrustumUpdateProjection(frustum_t *frust){
glGetFloatv(GL_PROJECTION_MATRIX, frust->projection);
}
void FrustumUpdateView(frustum_t *frust){
float modelView[16];
float viewFrust[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelView);
MatrixMult(viewFrust, modelView, frust->projection, 4, 4);
/* get the right side of the frustum */
(frust->pView)[RIGHT][A] = viewFrust[3] - viewFrust[0];
(frust->pView)[RIGHT][B] = viewFrust[7] - viewFrust[4];
(frust->pView)[RIGHT][C] = viewFrust[11] - viewFrust[ 8];
(frust->pView)[RIGHT][D] = viewFrust[15] - viewFrust[12];
/* Normalize the 4d vector */
NormalizePlane(frust, RIGHT);
/* get the left side of the frustum */
(frust->pView)[LEFT][A] = viewFrust[3] + viewFrust[0];
(frust->pView)[LEFT][B] = viewFrust[7] + viewFrust[4];
(frust->pView)[LEFT][C] = viewFrust[11] + viewFrust[8];
(frust->pView)[LEFT][D] = viewFrust[15] + viewFrust[12];
/* Normalize the 4d vector */
NormalizePlane(frust, LEFT);
/* etc... */
(frust->pView)[BOTTOM][A] = viewFrust[3] + viewFrust[1];
(frust->pView)[BOTTOM][B] = viewFrust[7] + viewFrust[5];
(frust->pView)[BOTTOM][C] = viewFrust[11] + viewFrust[ 9];
(frust->pView)[BOTTOM][D] = viewFrust[15] + viewFrust[13];
NormalizePlane(frust, BOTTOM);
(frust->pView)[TOP][A] = viewFrust[3] - viewFrust[1];
(frust->pView)[TOP][B] = viewFrust[7] - viewFrust[5];
(frust->pView)[TOP][C] = viewFrust[11] - viewFrust[9];
(frust->pView)[TOP][D] = viewFrust[15] - viewFrust[13];
NormalizePlane(frust, TOP);
(frust->pView)[BACK][A] = viewFrust[3] - viewFrust[2];
(frust->pView)[BACK][B] = viewFrust[7] - viewFrust[6];
(frust->pView)[BACK][C] = viewFrust[11] - viewFrust[10];
(frust->pView)[BACK][D] = viewFrust[15] - viewFrust[14];
NormalizePlane(frust, BACK);
(frust->pView)[FRONT][A] = viewFrust[3] + viewFrust[2];
(frust->pView)[FRONT][B] = viewFrust[7] + viewFrust[6];
(frust->pView)[FRONT][C] = viewFrust[11] + viewFrust[10];
(frust->pView)[FRONT][D] = viewFrust[15] + viewFrust[14];
NormalizePlane(frust, FRONT);
}
/* check if a point is in the frustum */
int FrustumCheckPoint(frustum_t *frust, vector_t *point){
int i;
float x, y, z;
x = point->x;
y = point->y;
z = point->z;
/* check all the sides of the frustum -- there are six */
for(i = 0; i < 6; i++ ){
if((frust->pView)[i][A] * x + (frust->pView)[i][B] * y +
(frust->pView)[i][C] * z + (frust->pView)[i][D] <= 0){
return 0;
}
}
return 1;
}
/* sphere checking is simple and fast because a sphere is a simple object */
int FrustumCheckSphere(frustum_t *frust, vector_t *point, float radius){
int i;
float x, y, z;
x = point->x;
y = point->y;
z = point->z;
/* check all the sides of the frustum */
for(i = 0; i < 6; i++ ){
if( frust->pView[i][A] * x + (frust->pView)[i][B] * y +
(frust->pView)[i][C] * z + (frust->pView)[i][D] <= -radius ){
return 0;
}
}
return 1;
}
/* this one is the most complicated and we should avoid using it whenever
* possible for speed */
int FrustumCheckCube(frustum_t *frust, vector_t *point, float size ){
int i;
float x, y, z;
x = point->x;
y = point->y;
z = point->z;
/* check each side of the frustum... works similar to sphere except that
* we have planes intersecting planes */
for(i = 0; i < 6; i++ ){
if( (frust->pView)[i][A] * (x - size) + (frust->pView)[i][B] * (y - size) +
(frust->pView)[i][C] * (z - size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x + size) + (frust->pView)[i][B] * (y - size) +
(frust->pView)[i][C] * (z - size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x - size) + (frust->pView)[i][B] * (y + size) +
(frust->pView)[i][C] * (z - size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x + size) + (frust->pView)[i][B] * (y + size) +
(frust->pView)[i][C] * (z - size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x - size) + (frust->pView)[i][B] * (y - size) +
(frust->pView)[i][C] * (z + size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x + size) + (frust->pView)[i][B] * (y - size) +
(frust->pView)[i][C] * (z + size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x - size) + (frust->pView)[i][B] * (y + size) +
(frust->pView)[i][C] * (z + size) + (frust->pView)[i][D] > 0)
continue;
if( (frust->pView)[i][A] * (x + size) + (frust->pView)[i][B] * (y + size) +
(frust->pView)[i][C] * (z + size) + (frust->pView)[i][D] > 0)
continue;
return 0;
}
return 1;
}