C++ API Reference
gpuCache/gpuCacheFrustum.cpp
//-
//**************************************************************************/
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
//**************************************************************************/
//+
#include "gpuCacheFrustum.h"
#include <stdio.h>
#include <cassert>
#ifdef DEBUG
#define GPU_CACHE_DEBUG_FRUSTUM 0
#else
#define GPU_CACHE_DEBUG_FRUSTUM 0
#endif
namespace GPUCache {
//==============================================================================
// CLASS Frustum
//==============================================================================
//--------------------------------------------------------------------------
//
void Frustum::Plane::print(
const char* name,
const MPoint& op1,
const MPoint& op2,
const MPoint& op3,
const MPoint& op4)
{
const double d1 = distance(op1);
const double d2 = distance(op2);
const double d3 = distance(op3);
const double d4 = distance(op4);
fprintf(
stderr,
"%8s = (%10lf, %10lf, %10lf, %10lf) -- %10lf, %10lf, %10lf, %10lf\n",
name, a, b, c, d, d1, d2, d3, d4);
assert(d1 > 0.0f);
assert(d2 > 0.0f);
assert(d3 > 0.0f);
assert(d4 > 0.0f);
}
//--------------------------------------------------------------------------
//
Frustum::Frustum(MMatrix worldViewProjInvMatrix, DrawAPI api /* = kOpenGL */)
{
// Useful constant for reducing the frustrum size for
// debugging purposes.
const float one = 1.0f;
const float zNear = (api == kOpenGL) ? -1.0f : 0.0f;
const float zFar = 1.0f;
// Project back the vertices of the view frustem from NDC to
// object space. This will allows us to efficiently test a
// whole list of bounding boxes represented in object space.
//
// Only 7 of the 8 vertices are necessary!
MPoint ltn = MPoint(-one, +one, zNear) * worldViewProjInvMatrix;
MPoint rtn = MPoint(+one, +one, zNear) * worldViewProjInvMatrix;
MPoint lbn = MPoint(-one, -one, zNear) * worldViewProjInvMatrix;
MPoint rbn = MPoint(+one, -one, zNear) * worldViewProjInvMatrix;
MPoint ltf = MPoint(-one, +one, zFar) * worldViewProjInvMatrix;
MPoint rtf = MPoint(+one, +one, zFar) * worldViewProjInvMatrix;
MPoint lbf = MPoint(-one, -one, zFar) * worldViewProjInvMatrix;
ltn.cartesianize();
rtn.cartesianize();
lbn.cartesianize();
rbn.cartesianize();
ltf.cartesianize();
rtf.cartesianize();
lbf.cartesianize();
planes[kLeft].init( ltf, ltn, lbn, rbn);
planes[kRight].init( rtf, rtn, rbn, lbn);
planes[kTop].init( ltf, ltn, rtn, lbn);
planes[kBottom].init( lbf, lbn, rbn, ltn);
planes[kNear].init( lbn, ltn, rtn, lbf);
planes[kFar].init( lbf, ltf, rtf, lbn);
#if GPU_CACHE_DEBUG_FRUSTUM
fprintf(stderr, "ltn = (%lf, %lf, %lf)\n", ltn.x, ltn.y, ltn.z);
fprintf(stderr, "rtn = (%lf, %lf, %lf)\n", rtn.x, rtn.y, rtn.z);
fprintf(stderr, "lbn = (%lf, %lf, %lf)\n", lbn.x, lbn.y, lbn.z);
fprintf(stderr, "rbn = (%lf, %lf, %lf)\n", rbn.x, rbn.y, rbn.z);
fprintf(stderr, "ltf = (%lf, %lf, %lf)\n", ltf.x, ltf.y, ltf.z);
fprintf(stderr, "rtf = (%lf, %lf, %lf)\n", rtf.x, rtf.y, rtf.z);
fprintf(stderr, "lbf = (%lf, %lf, %lf)\n", lbf.x, lbf.y, lbf.z);
MPoint rbf = MPoint(+one, -one, +oneZ) * worldViewProjInvMatrix;
rbf.cartesianize();
fprintf(stderr, "rbf = (%lf, %lf, %lf)\n", rbf.x, rbf.y, rbf.z);
fprintf(stderr, "\n");
planes[kLeft].print( "left", rtn, rbn, rtf, rbf);
planes[kRight].print( "right", ltn, lbn, ltf, lbf);
planes[kTop].print( "top", lbn, lbf, rbn, rbf);
planes[kBottom].print("bottom", ltn, ltf, rtn, rtf);
planes[kNear].print( "near", ltf, lbf, rtf, rbf);
planes[kFar].print( "far", ltn, lbn, rtn, rbn);
fprintf(stderr, "\n");
#endif
}
}