xash3d-fwgs/ref/gl/gl_frustum.h

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/*
gl_frustum.cpp - frustum test implementation
Copyright (C) 2016 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef GL_FRUSTUM_H
#define GL_FRUSTUM_H
// don't change this order
#define FRUSTUM_LEFT 0
#define FRUSTUM_RIGHT 1
#define FRUSTUM_BOTTOM 2
#define FRUSTUM_TOP 3
#define FRUSTUM_FAR 4
#define FRUSTUM_NEAR 5
#define FRUSTUM_PLANES 6
typedef struct gl_frustum_s
{
mplane_t planes[FRUSTUM_PLANES];
unsigned int clipFlags;
} gl_frustum_t;
void GL_FrustumInitProj( gl_frustum_t *out, float flZNear, float flZFar, float flFovX, float flFovY );
void GL_FrustumInitOrtho( gl_frustum_t *out, float xLeft, float xRight, float yTop, float yBottom, float flZNear, float flZFar );
void GL_FrustumInitBox( gl_frustum_t *out, const vec3_t org, float radius ); // used for pointlights
void GL_FrustumInitProjFromMatrix( gl_frustum_t *out, const matrix4x4 projection );
void GL_FrustumSetPlane( gl_frustum_t *out, int side, const vec3_t vecNormal, float flDist );
void GL_FrustumNormalizePlane( gl_frustum_t *out, int side );
void GL_FrustumComputeBounds( gl_frustum_t *out, vec3_t mins, vec3_t maxs );
void GL_FrustumComputeCorners( gl_frustum_t *out, vec3_t bbox[8] );
void GL_FrustumDrawDebug( gl_frustum_t *out );
// cull methods
qboolean GL_FrustumCullBox( gl_frustum_t *out, const vec3_t mins, const vec3_t maxs, int userClipFlags );
qboolean GL_FrustumCullSphere( gl_frustum_t *out, const vec3_t centre, float radius, int userClipFlags );
// plane manipulating
void GL_FrustumEnablePlane( gl_frustum_t *out, int side );
void GL_FrustumDisablePlane( gl_frustum_t *out, int side );
#endif//GL_FRUSTUM_H