mirror of
https://github.com/UberGames/GtkRadiant.git
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12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
211 lines
4.7 KiB
C++
211 lines
4.7 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined(INCLUDED_VIEW_H)
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#define INCLUDED_VIEW_H
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#include "cullable.h"
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#include "math/frustum.h"
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#if defined(_DEBUG)
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#define DEBUG_CULLING
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#endif
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#if defined(DEBUG_CULLING)
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extern int g_count_dots;
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extern int g_count_planes;
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extern int g_count_oriented_planes;
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extern int g_count_bboxs;
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extern int g_count_oriented_bboxs;
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#endif
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inline void debug_count_dot()
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{
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#if defined(DEBUG_CULLING)
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++g_count_dots;
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#endif
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}
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inline void debug_count_plane()
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{
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#if defined(DEBUG_CULLING)
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++g_count_planes;
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#endif
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}
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inline void debug_count_oriented_plane()
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{
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#if defined(DEBUG_CULLING)
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++g_count_oriented_planes;
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#endif
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}
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inline void debug_count_bbox()
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{
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#if defined(DEBUG_CULLING)
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++g_count_bboxs;
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#endif
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}
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inline void debug_count_oriented_bbox()
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{
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#if defined(DEBUG_CULLING)
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++g_count_oriented_bboxs;
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#endif
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}
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/// \brief View-volume culling and transformations.
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class View : public VolumeTest
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{
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/// modelview matrix
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Matrix4 m_modelview;
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/// projection matrix
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Matrix4 m_projection;
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/// device-to-screen transform
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Matrix4 m_viewport;
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Matrix4 m_scissor;
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/// combined modelview and projection matrix
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Matrix4 m_viewproj;
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/// camera position in world space
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Vector4 m_viewer;
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/// view frustum in world space
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Frustum m_frustum;
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bool m_fill;
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void construct()
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{
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m_viewproj = matrix4_multiplied_by_matrix4(matrix4_multiplied_by_matrix4(m_scissor, m_projection), m_modelview);
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m_frustum = frustum_from_viewproj(m_viewproj);
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m_viewer = viewer_from_viewproj(m_viewproj);
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}
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public:
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View(bool fill = false) :
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m_modelview(g_matrix4_identity),
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m_projection(g_matrix4_identity),
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m_scissor(g_matrix4_identity),
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m_fill(fill)
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{
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}
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void Construct(const Matrix4& projection, const Matrix4& modelview, std::size_t width, std::size_t height)
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{
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// modelview
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m_modelview = modelview;
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// projection
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m_projection = projection;
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// viewport
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m_viewport = g_matrix4_identity;
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m_viewport[0] = float(width/2);
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m_viewport[5] = float(height/2);
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if(fabs(m_projection[11]) > 0.0000001)
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m_viewport[10] = m_projection[0] * m_viewport[0];
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else
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m_viewport[10] = 1 / m_projection[10];
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construct();
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}
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void EnableScissor(float min_x, float max_x, float min_y, float max_y)
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{
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m_scissor = g_matrix4_identity;
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m_scissor[0] = static_cast<float>((max_x - min_x) * 0.5);
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m_scissor[5] = static_cast<float>((max_y - min_y) * 0.5);
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m_scissor[12] = static_cast<float>((min_x + max_x) * 0.5);
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m_scissor[13] = static_cast<float>((min_y + max_y) * 0.5);
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matrix4_full_invert(m_scissor);
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construct();
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}
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void DisableScissor()
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{
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m_scissor = g_matrix4_identity;
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construct();
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}
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bool TestPoint(const Vector3& point) const
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{
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return viewproj_test_point(m_viewproj, point);
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}
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bool TestLine(const Segment& segment) const
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{
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return frustum_test_line(m_frustum, segment);
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}
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bool TestPlane(const Plane3& plane) const
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{
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debug_count_plane();
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return viewer_test_plane(m_viewer, plane);
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}
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bool TestPlane(const Plane3& plane, const Matrix4& localToWorld) const
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{
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debug_count_oriented_plane();
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return viewer_test_transformed_plane(m_viewer, plane, localToWorld);
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}
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VolumeIntersectionValue TestAABB(const AABB& aabb) const
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{
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debug_count_bbox();
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return frustum_test_aabb(m_frustum, aabb);
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}
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VolumeIntersectionValue TestAABB(const AABB& aabb, const Matrix4& localToWorld) const
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{
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debug_count_oriented_bbox();
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return frustum_intersects_transformed_aabb(m_frustum, aabb, localToWorld);
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}
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const Matrix4& GetViewMatrix() const
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{
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return m_viewproj;
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}
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const Matrix4& GetViewport() const
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{
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return m_viewport;
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};
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const Matrix4& GetModelview() const
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{
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return m_modelview;
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}
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const Matrix4& GetProjection() const
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{
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return m_projection;
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}
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bool fill() const
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{
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return m_fill;
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}
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const Vector3& getViewer() const
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{
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return m_viewer;
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}
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};
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#endif
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