mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 09:59:18 +02:00
maintenance: opengl and generic gfx class source files split
This commit is contained in:
61
openglcamera.cpp
Normal file
61
openglcamera.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "openglcamera.h"
|
||||
|
||||
#include "DynObj.h"
|
||||
|
||||
void
|
||||
opengl_camera::update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ) {
|
||||
|
||||
m_frustum.calculate( Projection, Modelview );
|
||||
// cache inverse tranformation matrix
|
||||
// NOTE: transformation is done only to camera-centric space
|
||||
m_inversetransformation = glm::inverse( Projection * glm::mat4{ glm::mat3{ Modelview } } );
|
||||
// calculate frustum corners
|
||||
m_frustumpoints = ndcfrustumshapepoints;
|
||||
transform_to_world(
|
||||
std::begin( m_frustumpoints ),
|
||||
std::end( m_frustumpoints ) );
|
||||
}
|
||||
|
||||
// returns true if specified object is within camera frustum, false otherwise
|
||||
bool
|
||||
opengl_camera::visible( scene::bounding_area const &Area ) const {
|
||||
|
||||
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.f );
|
||||
}
|
||||
|
||||
bool
|
||||
opengl_camera::visible( TDynamicObject const *Dynamic ) const {
|
||||
|
||||
// sphere test is faster than AABB, so we'll use it here
|
||||
glm::vec3 diagonal(
|
||||
static_cast<float>( Dynamic->MoverParameters->Dim.L ),
|
||||
static_cast<float>( Dynamic->MoverParameters->Dim.H ),
|
||||
static_cast<float>( Dynamic->MoverParameters->Dim.W ) );
|
||||
// we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body
|
||||
float const radius = glm::length( diagonal ) * 0.65f;
|
||||
|
||||
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
|
||||
}
|
||||
|
||||
// debug helper, draws shape of frustum in world space
|
||||
void
|
||||
opengl_camera::draw( glm::vec3 const &Offset ) const {
|
||||
|
||||
::glBegin( GL_LINES );
|
||||
for( auto const pointindex : frustumshapepoinstorder ) {
|
||||
::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) );
|
||||
}
|
||||
::glEnd();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user