#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__ #define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__ //package net.minecraft.client.renderer.culling; #include "Culler.h" #include "../../../world/phys/AABB.h" class FrustumCuller: public Culler { float xOff, yOff, zOff; float frustum[6][4]; public: FrustumCuller() { ExtractFrustum(); } void prepare(float xOff, float yOff, float zOff) { this->xOff = xOff; this->yOff = yOff; this->zOff = zOff; } //bool cubeFullyInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) { // return frustum.cubeFullyInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff); //} bool cubeFullyInFrustum( float x0, float y0, float z0, float x1, float y1, float z1 ) { int c2 = 0; for( int p = 0; p < 6; p++ ) { int c = 0; if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++; if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++; if( c == 0 ) return false; // 0 if( c == 8 ) c2++; } return c2 == 6; //(c2 == 6) ? 2 : 1; } bool isVisible(const AABB& bb) { printf("cube is : %s\n", bb.toString().c_str()); return cubeInFrustum(bb.x0, bb.y0, bb.z0, bb.x1, bb.y1, bb.z1); } bool cubeInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) { for(int p = 0; p < 6; p++ ) { if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue; if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue; return false; } return true; } private: void ExtractFrustum() { float proj[16]; float modl[16]; float clip[16]; float t; /* Get the current PROJECTION matrix from OpenGL */ glGetFloatv( GL_PROJECTION_MATRIX, proj ); /* Get the current MODELVIEW matrix from OpenGL */ glGetFloatv( GL_MODELVIEW_MATRIX, modl ); /* Combine the two matrices (multiply projection by modelview) */ clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12]; clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13]; clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14]; clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15]; clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12]; clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13]; clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14]; clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15]; clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12]; clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13]; clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14]; clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15]; clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12]; clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13]; clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14]; clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15]; /* Extract the numbers for the RIGHT plane */ frustum[0][0] = clip[ 3] - clip[ 0]; frustum[0][1] = clip[ 7] - clip[ 4]; frustum[0][2] = clip[11] - clip[ 8]; frustum[0][3] = clip[15] - clip[12]; /* Normalize the result */ t = sqrt( frustum[0][0] * frustum[0][0] + frustum[0][1] * frustum[0][1] + frustum[0][2] * frustum[0][2] ); frustum[0][0] /= t; frustum[0][1] /= t; frustum[0][2] /= t; frustum[0][3] /= t; /* Extract the numbers for the LEFT plane */ frustum[1][0] = clip[ 3] + clip[ 0]; frustum[1][1] = clip[ 7] + clip[ 4]; frustum[1][2] = clip[11] + clip[ 8]; frustum[1][3] = clip[15] + clip[12]; /* Normalize the result */ t = sqrt( frustum[1][0] * frustum[1][0] + frustum[1][1] * frustum[1][1] + frustum[1][2] * frustum[1][2] ); frustum[1][0] /= t; frustum[1][1] /= t; frustum[1][2] /= t; frustum[1][3] /= t; /* Extract the BOTTOM plane */ frustum[2][0] = clip[ 3] + clip[ 1]; frustum[2][1] = clip[ 7] + clip[ 5]; frustum[2][2] = clip[11] + clip[ 9]; frustum[2][3] = clip[15] + clip[13]; /* Normalize the result */ t = sqrt( frustum[2][0] * frustum[2][0] + frustum[2][1] * frustum[2][1] + frustum[2][2] * frustum[2][2] ); frustum[2][0] /= t; frustum[2][1] /= t; frustum[2][2] /= t; frustum[2][3] /= t; /* Extract the TOP plane */ frustum[3][0] = clip[ 3] - clip[ 1]; frustum[3][1] = clip[ 7] - clip[ 5]; frustum[3][2] = clip[11] - clip[ 9]; frustum[3][3] = clip[15] - clip[13]; /* Normalize the result */ t = sqrt( frustum[3][0] * frustum[3][0] + frustum[3][1] * frustum[3][1] + frustum[3][2] * frustum[3][2] ); frustum[3][0] /= t; frustum[3][1] /= t; frustum[3][2] /= t; frustum[3][3] /= t; /* Extract the FAR plane */ frustum[4][0] = clip[ 3] - clip[ 2]; frustum[4][1] = clip[ 7] - clip[ 6]; frustum[4][2] = clip[11] - clip[10]; frustum[4][3] = clip[15] - clip[14]; /* Normalize the result */ t = sqrt( frustum[4][0] * frustum[4][0] + frustum[4][1] * frustum[4][1] + frustum[4][2] * frustum[4][2] ); frustum[4][0] /= t; frustum[4][1] /= t; frustum[4][2] /= t; frustum[4][3] /= t; /* Extract the NEAR plane */ frustum[5][0] = clip[ 3] + clip[ 2]; frustum[5][1] = clip[ 7] + clip[ 6]; frustum[5][2] = clip[11] + clip[10]; frustum[5][3] = clip[15] + clip[14]; /* Normalize the result */ t = sqrt( frustum[5][0] * frustum[5][0] + frustum[5][1] * frustum[5][1] + frustum[5][2] * frustum[5][2] ); frustum[5][0] /= t; frustum[5][1] /= t; frustum[5][2] /= t; frustum[5][3] /= t; } }; #endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__*/