2
0
mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-30 06:00:17 +01:00
xash3d-fwgs/ref_gl/gl_frustum.c
Gleb Mazovetskiy 5e0a0765ce Trim all trailing whitespace
The `.editorconfig` file in this repo is configured to trim all trailing
whitespace regardless of whether the line is modified.

Trims all trailing whitespace in the repository to make the codebase easier
to work with in editors that respect `.editorconfig`.

`git blame` becomes less useful on these lines but it already isn't very useful.

Commands:

```
find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
```
2021-01-04 20:55:10 +03:00

355 lines
11 KiB
C

/*
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.
*/
#include "gl_local.h"
#include "xash3d_mathlib.h"
void GL_FrustumEnablePlane( gl_frustum_t *out, int side )
{
Assert( side >= 0 && side < FRUSTUM_PLANES );
// make sure what plane is ready
if( !VectorIsNull( out->planes[side].normal ))
SetBits( out->clipFlags, BIT( side ));
}
void GL_FrustumDisablePlane( gl_frustum_t *out, int side )
{
Assert( side >= 0 && side < FRUSTUM_PLANES );
ClearBits( out->clipFlags, BIT( side ));
}
void GL_FrustumSetPlane( gl_frustum_t *out, int side, const vec3_t vecNormal, float flDist )
{
Assert( side >= 0 && side < FRUSTUM_PLANES );
out->planes[side].type = PlaneTypeForNormal( vecNormal );
out->planes[side].signbits = SignbitsForPlane( vecNormal );
VectorCopy( vecNormal, out->planes[side].normal );
out->planes[side].dist = flDist;
SetBits( out->clipFlags, BIT( side ));
}
void GL_FrustumNormalizePlane( gl_frustum_t *out, int side )
{
float length;
Assert( side >= 0 && side < FRUSTUM_PLANES );
// normalize
length = VectorLength( out->planes[side].normal );
if( length )
{
float ilength = (1.0f / length);
out->planes[side].normal[0] *= ilength;
out->planes[side].normal[1] *= ilength;
out->planes[side].normal[2] *= ilength;
out->planes[side].dist *= ilength;
}
out->planes[side].type = PlaneTypeForNormal( out->planes[side].normal );
out->planes[side].signbits = SignbitsForPlane( out->planes[side].normal );
SetBits( out->clipFlags, BIT( side ));
}
void GL_FrustumInitProj( gl_frustum_t *out, float flZNear, float flZFar, float flFovX, float flFovY )
{
float xs, xc;
vec3_t farpoint, nearpoint;
vec3_t normal, iforward;
// horizontal fov used for left and right planes
SinCos( DEG2RAD( flFovX ) * 0.5f, &xs, &xc );
// setup left plane
VectorMAM( xs, RI.cull_vforward, -xc, RI.cull_vright, normal );
GL_FrustumSetPlane( out, FRUSTUM_LEFT, normal, DotProduct( RI.cullorigin, normal ));
// setup right plane
VectorMAM( xs, RI.cull_vforward, xc, RI.cull_vright, normal );
GL_FrustumSetPlane( out, FRUSTUM_RIGHT, normal, DotProduct( RI.cullorigin, normal ));
// vertical fov used for top and bottom planes
SinCos( DEG2RAD( flFovY ) * 0.5f, &xs, &xc );
VectorNegate( RI.cull_vforward, iforward );
// setup bottom plane
VectorMAM( xs, RI.cull_vforward, -xc, RI.cull_vup, normal );
GL_FrustumSetPlane( out, FRUSTUM_BOTTOM, normal, DotProduct( RI.cullorigin, normal ));
// setup top plane
VectorMAM( xs, RI.cull_vforward, xc, RI.cull_vup, normal );
GL_FrustumSetPlane( out, FRUSTUM_TOP, normal, DotProduct( RI.cullorigin, normal ));
// setup far plane
VectorMA( RI.cullorigin, flZFar, RI.cull_vforward, farpoint );
GL_FrustumSetPlane( out, FRUSTUM_FAR, iforward, DotProduct( iforward, farpoint ));
// no need to setup backplane for general view.
if( flZNear == 0.0f ) return;
// setup near plane
VectorMA( RI.cullorigin, flZNear, RI.cull_vforward, nearpoint );
GL_FrustumSetPlane( out, FRUSTUM_NEAR, RI.cull_vforward, DotProduct( RI.cull_vforward, nearpoint ));
}
void GL_FrustumInitOrtho( gl_frustum_t *out, float xLeft, float xRight, float yTop, float yBottom, float flZNear, float flZFar )
{
vec3_t iforward, iright, iup;
// setup the near and far planes
float orgOffset = DotProduct( RI.cullorigin, RI.cull_vforward );
VectorNegate( RI.cull_vforward, iforward );
// because quake ortho is inverted and far and near should be swaped
GL_FrustumSetPlane( out, FRUSTUM_FAR, iforward, -flZNear - orgOffset );
GL_FrustumSetPlane( out, FRUSTUM_NEAR, RI.cull_vforward, flZFar + orgOffset );
// setup left and right planes
orgOffset = DotProduct( RI.cullorigin, RI.cull_vright );
VectorNegate( RI.cull_vright, iright );
GL_FrustumSetPlane( out, FRUSTUM_LEFT, RI.cull_vright, xLeft + orgOffset );
GL_FrustumSetPlane( out, FRUSTUM_RIGHT, iright, -xRight - orgOffset );
// setup top and buttom planes
orgOffset = DotProduct( RI.cullorigin, RI.cull_vup );
VectorNegate( RI.cull_vup, iup );
GL_FrustumSetPlane( out, FRUSTUM_TOP, RI.cull_vup, yTop + orgOffset );
GL_FrustumSetPlane( out, FRUSTUM_BOTTOM, iup, -yBottom - orgOffset );
}
void GL_FrustumInitBox( gl_frustum_t *out, const vec3_t org, float radius )
{
vec3_t normal;
int i;
for( i = 0; i < FRUSTUM_PLANES; i++ )
{
// setup normal for each direction
VectorClear( normal );
normal[((i >> 1) + 1) % 3] = (i & 1) ? 1.0f : -1.0f;
GL_FrustumSetPlane( out, i, normal, DotProduct( org, normal ) - radius );
}
}
void GL_FrustumInitProjFromMatrix( gl_frustum_t *out, const matrix4x4 projection )
{
int i;
// left
out->planes[FRUSTUM_LEFT].normal[0] = projection[0][3] + projection[0][0];
out->planes[FRUSTUM_LEFT].normal[1] = projection[1][3] + projection[1][0];
out->planes[FRUSTUM_LEFT].normal[2] = projection[2][3] + projection[2][0];
out->planes[FRUSTUM_LEFT].dist = -(projection[3][3] + projection[3][0]);
// right
out->planes[FRUSTUM_RIGHT].normal[0] = projection[0][3] - projection[0][0];
out->planes[FRUSTUM_RIGHT].normal[1] = projection[1][3] - projection[1][0];
out->planes[FRUSTUM_RIGHT].normal[2] = projection[2][3] - projection[2][0];
out->planes[FRUSTUM_RIGHT].dist = -(projection[3][3] - projection[3][0]);
// bottom
out->planes[FRUSTUM_BOTTOM].normal[0] = projection[0][3] + projection[0][1];
out->planes[FRUSTUM_BOTTOM].normal[1] = projection[1][3] + projection[1][1];
out->planes[FRUSTUM_BOTTOM].normal[2] = projection[2][3] + projection[2][1];
out->planes[FRUSTUM_BOTTOM].dist = -(projection[3][3] + projection[3][1]);
// top
out->planes[FRUSTUM_TOP].normal[0] = projection[0][3] - projection[0][1];
out->planes[FRUSTUM_TOP].normal[1] = projection[1][3] - projection[1][1];
out->planes[FRUSTUM_TOP].normal[2] = projection[2][3] - projection[2][1];
out->planes[FRUSTUM_TOP].dist = -(projection[3][3] - projection[3][1]);
// near
out->planes[FRUSTUM_NEAR].normal[0] = projection[0][3] + projection[0][2];
out->planes[FRUSTUM_NEAR].normal[1] = projection[1][3] + projection[1][2];
out->planes[FRUSTUM_NEAR].normal[2] = projection[2][3] + projection[2][2];
out->planes[FRUSTUM_NEAR].dist = -(projection[3][3] + projection[3][2]);
// far
out->planes[FRUSTUM_FAR].normal[0] = projection[0][3] - projection[0][2];
out->planes[FRUSTUM_FAR].normal[1] = projection[1][3] - projection[1][2];
out->planes[FRUSTUM_FAR].normal[2] = projection[2][3] - projection[2][2];
out->planes[FRUSTUM_FAR].dist = -(projection[3][3] - projection[3][2]);
for( i = 0; i < FRUSTUM_PLANES; i++ )
{
GL_FrustumNormalizePlane( out, i );
}
}
void GL_FrustumComputeCorners( gl_frustum_t *out, vec3_t corners[8] )
{
memset( corners, 0, sizeof( vec3_t ) * 8 );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_FAR], corners[0] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_FAR], corners[1] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_FAR], corners[2] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_FAR], corners[3] );
if( FBitSet( out->clipFlags, BIT( FRUSTUM_NEAR )))
{
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_NEAR], corners[4] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], &out->planes[FRUSTUM_NEAR], corners[5] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_NEAR], corners[6] );
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_BOTTOM], &out->planes[FRUSTUM_NEAR], corners[7] );
}
else
{
PlanesGetIntersectionPoint( &out->planes[FRUSTUM_LEFT], &out->planes[FRUSTUM_RIGHT], &out->planes[FRUSTUM_TOP], corners[4] );
VectorCopy( corners[4], corners[5] );
VectorCopy( corners[4], corners[6] );
VectorCopy( corners[4], corners[7] );
}
}
void GL_FrustumComputeBounds( gl_frustum_t *out, vec3_t mins, vec3_t maxs )
{
vec3_t corners[8];
int i;
GL_FrustumComputeCorners( out, corners );
ClearBounds( mins, maxs );
for( i = 0; i < 8; i++ )
AddPointToBounds( corners[i], mins, maxs );
}
void GL_FrustumDrawDebug( gl_frustum_t *out )
{
vec3_t bbox[8];
int i;
GL_FrustumComputeCorners( out, bbox );
// g-cont. frustum must be yellow :-)
pglColor4f( 1.0f, 1.0f, 0.0f, 1.0f );
pglDisable( GL_TEXTURE_2D );
pglBegin( GL_LINES );
for( i = 0; i < 2; i += 1 )
{
pglVertex3fv( bbox[i+0] );
pglVertex3fv( bbox[i+2] );
pglVertex3fv( bbox[i+4] );
pglVertex3fv( bbox[i+6] );
pglVertex3fv( bbox[i+0] );
pglVertex3fv( bbox[i+4] );
pglVertex3fv( bbox[i+2] );
pglVertex3fv( bbox[i+6] );
pglVertex3fv( bbox[i*2+0] );
pglVertex3fv( bbox[i*2+1] );
pglVertex3fv( bbox[i*2+4] );
pglVertex3fv( bbox[i*2+5] );
}
pglEnd();
pglEnable( GL_TEXTURE_2D );
}
// cull methods
qboolean GL_FrustumCullBox( gl_frustum_t *out, const vec3_t mins, const vec3_t maxs, int userClipFlags )
{
int iClipFlags;
int i, bit;
if( r_nocull->value )
return false;
if( userClipFlags != 0 )
iClipFlags = userClipFlags;
else iClipFlags = out->clipFlags;
for( i = FRUSTUM_PLANES, bit = 1; i > 0; i--, bit <<= 1 )
{
const mplane_t *p = &out->planes[FRUSTUM_PLANES - i];
if( !FBitSet( iClipFlags, bit ))
continue;
switch( p->signbits )
{
case 0:
if( p->normal[0] * maxs[0] + p->normal[1] * maxs[1] + p->normal[2] * maxs[2] < p->dist )
return true;
break;
case 1:
if( p->normal[0] * mins[0] + p->normal[1] * maxs[1] + p->normal[2] * maxs[2] < p->dist )
return true;
break;
case 2:
if( p->normal[0] * maxs[0] + p->normal[1] * mins[1] + p->normal[2] * maxs[2] < p->dist )
return true;
break;
case 3:
if( p->normal[0] * mins[0] + p->normal[1] * mins[1] + p->normal[2] * maxs[2] < p->dist )
return true;
break;
case 4:
if( p->normal[0] * maxs[0] + p->normal[1] * maxs[1] + p->normal[2] * mins[2] < p->dist )
return true;
break;
case 5:
if( p->normal[0] * mins[0] + p->normal[1] * maxs[1] + p->normal[2] * mins[2] < p->dist )
return true;
break;
case 6:
if( p->normal[0] * maxs[0] + p->normal[1] * mins[1] + p->normal[2] * mins[2] < p->dist )
return true;
break;
case 7:
if( p->normal[0] * mins[0] + p->normal[1] * mins[1] + p->normal[2] * mins[2] < p->dist )
return true;
break;
default:
return false;
}
}
return false;
}
qboolean GL_FrustumCullSphere( gl_frustum_t *out, const vec3_t center, float radius, int userClipFlags )
{
int iClipFlags;
int i, bit;
if( r_nocull->value )
return false;
if( userClipFlags != 0 )
iClipFlags = userClipFlags;
else iClipFlags = out->clipFlags;
for( i = FRUSTUM_PLANES, bit = 1; i > 0; i--, bit <<= 1 )
{
const mplane_t *p = &out->planes[FRUSTUM_PLANES - i];
if( !FBitSet( iClipFlags, bit ))
continue;
if( DotProduct( center, p->normal ) - p->dist <= -radius )
return true;
}
return false;
}