Files
maszyna/rendering/openglcamera.cpp
2026-03-14 19:16:48 +00:00

56 lines
1.8 KiB
C++

/*
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 "rendering/openglcamera.h"
#include "vehicle/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
// we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), Dynamic->radius() * 1.25 ) > 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();
}
//---------------------------------------------------------------------------