Merge pull request #354 from ey6es/master

Added support for off-axis projection (via eye offset position/orientation parameters in camera/frustum).
This commit is contained in:
ZappoMan 2013-05-20 11:34:37 -07:00
commit 282ebbdcbb
11 changed files with 339 additions and 169 deletions

View file

@ -18,6 +18,8 @@
#include <ifaddrs.h>
#endif
#include <glm/gtx/quaternion.hpp>
#include <QActionGroup>
#include <QColorDialog>
#include <QDesktopWidget>
@ -356,6 +358,14 @@ void Application::paintGL() {
whichCamera = _viewFrustumOffsetCamera;
}
// transform by eye offset
glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition();
glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation();
glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient);
glRotatef(-glm::angle(eyeOffsetOrient), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z);
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
@ -450,7 +460,11 @@ void Application::resizeGL(int width, int height) {
}
// On window reshape, we need to tell OpenGL about our new setting
gluPerspective(fov,aspectRatio,nearClip,farClip);
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
loadViewFrustum(camera, _viewFrustum);
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
glFrustum(left, right, bottom, top, nearVal, farVal);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -594,6 +608,66 @@ void Application::keyPressEvent(QKeyEvent* event) {
_myAvatar.setDriveKeys(shifted ? RIGHT : ROT_RIGHT, 1);
break;
case Qt::Key_I:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_K:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_J:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_M:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_U:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_Y:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
default:
event->ignore();
break;
@ -1006,12 +1080,12 @@ void Application::doFalseRandomizeEveryOtherVoxelColors() {
}
void Application::doFalseColorizeByDistance() {
loadViewFrustum(_viewFrustum);
loadViewFrustum(_myCamera, _viewFrustum);
_voxels.falseColorizeDistanceFromView(&_viewFrustum);
}
void Application::doFalseColorizeInView() {
loadViewFrustum(_viewFrustum);
loadViewFrustum(_myCamera, _viewFrustum);
// we probably want to make sure the viewFrustum is initialized first
_voxels.falseColorizeInView(&_viewFrustum);
}
@ -1312,7 +1386,7 @@ void Application::updateAvatar(float deltaTime) {
// We could optimize this to not actually load the viewFrustum, since we don't
// actually need to calculate the view frustum planes to send these details
// to the server.
loadViewFrustum(_viewFrustum);
loadViewFrustum(_myCamera, _viewFrustum);
_myAvatar.setCameraPosition(_viewFrustum.getPosition());
_myAvatar.setCameraDirection(_viewFrustum.getDirection());
_myAvatar.setCameraUp(_viewFrustum.getUp());
@ -1364,7 +1438,7 @@ void Application::updateAvatar(float deltaTime) {
// Description: this will load the view frustum bounds for EITHER the head
// or the "myCamera".
//
void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
@ -1374,16 +1448,16 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
// Camera or Head?
if (_cameraFrustum->isChecked()) {
position = _myCamera.getPosition();
position = camera.getPosition();
} else {
position = _myAvatar.getHeadPosition();
}
fov = _myCamera.getFieldOfView();
nearClip = _myCamera.getNearClip();
farClip = _myCamera.getFarClip();
fov = camera.getFieldOfView();
nearClip = camera.getNearClip();
farClip = camera.getFarClip();
Orientation o = _myCamera.getOrientation();
Orientation o = camera.getOrientation();
direction = o.getFront();
up = o.getUp();
@ -1408,6 +1482,8 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
viewFrustum.setFieldOfView(fov);
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
viewFrustum.setEyeOffsetPosition(camera.getEyeOffsetPosition());
viewFrustum.setEyeOffsetOrientation(camera.getEyeOffsetOrientation());
// Ask the ViewFrustum class to calculate our corners
viewFrustum.calculate();
@ -1818,12 +1894,12 @@ void Application::displayStats() {
// * Far Plane - draws only the far plane
void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
// Load it with the latest details!
loadViewFrustum(viewFrustum);
loadViewFrustum(_myCamera, viewFrustum);
glm::vec3 position = viewFrustum.getPosition();
glm::vec3 direction = viewFrustum.getDirection();
glm::vec3 up = viewFrustum.getUp();
glm::vec3 right = viewFrustum.getRight();
glm::vec3 position = viewFrustum.getOffsetPosition();
glm::vec3 direction = viewFrustum.getOffsetDirection();
glm::vec3 up = viewFrustum.getOffsetUp();
glm::vec3 right = viewFrustum.getOffsetRight();
// Get ready to draw some lines
glDisable(GL_LIGHTING);

View file

@ -105,7 +105,7 @@ private:
void init();
void updateAvatar(float deltaTime);
void loadViewFrustum(ViewFrustum& viewFrustum);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
void displayOculus(Camera& whichCamera);
void displaySide(Camera& whichCamera);

View file

@ -169,6 +169,16 @@ void Camera::setFarClip (float f) {
_frustumNeedsReshape = true;
}
void Camera::setEyeOffsetPosition (const glm::vec3& p) {
_eyeOffsetPosition = p;
_frustumNeedsReshape = true;
}
void Camera::setEyeOffsetOrientation (const glm::quat& o) {
_eyeOffsetOrientation = o;
_frustumNeedsReshape = true;
}
void Camera::initialize() {
_needsToInitialize = true;
_modeShift = 0.0;

View file

@ -10,6 +10,7 @@
#include "Orientation.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
enum CameraMode
{
@ -34,8 +35,8 @@ public:
void initialize(); // instantly put the camera at the ideal position and rotation.
void update( float deltaTime );
void update( float deltaTime );
void setYaw ( float y ) { _yaw = y; }
void setPitch ( float p ) { _pitch = p; }
void setRoll ( float r ) { _roll = r; }
@ -53,6 +54,8 @@ public:
void setAspectRatio ( float a );
void setNearClip ( float n );
void setFarClip ( float f );
void setEyeOffsetPosition ( const glm::vec3& p);
void setEyeOffsetOrientation ( const glm::quat& o);
float getYaw () { return _yaw; }
float getPitch () { return _pitch; }
@ -64,31 +67,35 @@ public:
float getAspectRatio() { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
glm::vec3 getEyeOffsetPosition () { return _eyeOffsetPosition; }
glm::quat getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
private:
bool _needsToInitialize;
CameraMode _mode;
CameraMode _mode;
bool _frustumNeedsReshape;
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
float _yaw;
float _pitch;
float _roll;
float _upShift;
float _idealYaw;
float _idealPitch;
float _idealRoll;
float _distance;
float _tightness;
Orientation _orientation;
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
float _yaw;
float _pitch;
float _roll;
float _upShift;
float _idealYaw;
float _idealPitch;
float _idealRoll;
float _distance;
float _tightness;
Orientation _orientation;
float _modeShift;
CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];

View file

@ -25,18 +25,8 @@ void Environment::renderAtmosphere(Camera& camera) {
glPushMatrix();
glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
// use the camera distance to reset the near and far distances to keep the atmosphere in the frustum
glMatrixMode(GL_PROJECTION);
glPushMatrix();
float projection[16];
glGetFloatv(GL_PROJECTION_MATRIX, projection);
glm::vec3 relativeCameraPos = camera.getPosition() - getAtmosphereCenter();
float height = glm::length(relativeCameraPos);
float near = camera.getNearClip(), far = height + getAtmosphereOuterRadius();
projection[10] = (far + near) / (near - far);
projection[14] = (2.0f * far * near) / (near - far);
glLoadMatrixf(projection);
// use the appropriate shader depending on whether we're inside or outside
ProgramObject* program;

View file

@ -638,11 +638,18 @@ void VoxelSystem::render() {
_perlinModulateProgram->bind();
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
// for performance, disable blending and enable backface culling
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
// draw the number of voxels we have
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
glDrawElements(GL_TRIANGLES, 36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
_perlinModulateProgram->release();
glBindTexture(GL_TEXTURE_2D, 0);

View file

@ -139,7 +139,7 @@ const Glyph& TextRenderer::getGlyph(char c) {
painter.setFont(_font);
if (_effectType == SHADOW_EFFECT) {
for (int i = 0; i < _effectThickness; i++) {
painter.drawText(-bounds.x() - i, -bounds.y() + i, ch);
painter.drawText(-bounds.x() - 1 - i, -bounds.y() + 1 + i, ch);
}
} else if (_effectType == OUTLINE_EFFECT) {
QPainterPath path;

View file

@ -26,7 +26,7 @@ public:
enum EffectType { NO_EFFECT, SHADOW_EFFECT, OUTLINE_EFFECT };
TextRenderer(const char* family, int pointSize = -1, int weight = -1, bool italic = false,
EffectType effect = NO_EFFECT, int effectThickness = 2);
EffectType effect = NO_EFFECT, int effectThickness = 1);
~TextRenderer();
const QFontMetrics& metrics() const { return _metrics; }

View file

@ -28,7 +28,7 @@ void Plane::set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3
// this will be perpendicular to both lines
_normal = glm::cross(linev1v2,linev1v3);
glm::normalize(_normal);
_normal = glm::normalize(_normal);
// this is a point on the plane
_point = v2;

View file

@ -8,10 +8,16 @@
//
//
#include <algorithm>
#include <glm/gtx/transform.hpp>
#include "ViewFrustum.h"
#include "SharedUtil.h"
#include "voxels_Log.h"
using voxels_lib::printLog;
using namespace std;
ViewFrustum::ViewFrustum() :
_position(glm::vec3(0,0,0)),
@ -22,10 +28,6 @@ ViewFrustum::ViewFrustum() :
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_nearHeight(0.0),
_nearWidth(0.0),
_farHeight(0.0),
_farWidth(0.0),
_farCenter(glm::vec3(0,0,0)),
_farTopLeft(glm::vec3(0,0,0)),
_farTopRight(glm::vec3(0,0,0)),
@ -41,67 +43,68 @@ ViewFrustum::ViewFrustum() :
// ViewFrustum::calculateViewFrustum()
//
// Description: this will calculate the view frustum bounds for a given position
// and direction
// and direction
//
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculate() {
// compute the off-axis frustum parameters as we would for glFrustum
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// start with the corners of the near frustum window
glm::vec3 topLeft(left, top, -nearVal);
glm::vec3 topRight(right, top, -nearVal);
glm::vec3 bottomLeft(left, bottom, -nearVal);
glm::vec3 bottomRight(right, bottom, -nearVal);
// find the intersections of the rays through the corners with the clip planes in view space,
// then transform them to world space
glm::mat4 worldMatrix = glm::translate(_position) * glm::mat4(glm::mat3(_right, _up, -_direction)) *
glm::translate(_eyeOffsetPosition) * glm::mat4_cast(_eyeOffsetOrientation);
_farTopLeft = glm::vec3(worldMatrix * glm::vec4(topLeft *
(-farClipPlane.w / glm::dot(topLeft, glm::vec3(farClipPlane))), 1.0f));
_farTopRight = glm::vec3(worldMatrix * glm::vec4(topRight *
(-farClipPlane.w / glm::dot(topRight, glm::vec3(farClipPlane))), 1.0f));
_farBottomLeft = glm::vec3(worldMatrix * glm::vec4(bottomLeft *
(-farClipPlane.w / glm::dot(bottomLeft, glm::vec3(farClipPlane))), 1.0f));
_farBottomRight = glm::vec3(worldMatrix * glm::vec4(bottomRight *
(-farClipPlane.w / glm::dot(bottomRight, glm::vec3(farClipPlane))), 1.0f));
_nearTopLeft = glm::vec3(worldMatrix * glm::vec4(topLeft *
(-nearClipPlane.w / glm::dot(topLeft, glm::vec3(nearClipPlane))), 1.0f));
_nearTopRight = glm::vec3(worldMatrix * glm::vec4(topRight *
(-nearClipPlane.w / glm::dot(topRight, glm::vec3(nearClipPlane))), 1.0f));
_nearBottomLeft = glm::vec3(worldMatrix * glm::vec4(bottomLeft *
(-nearClipPlane.w / glm::dot(bottomLeft, glm::vec3(nearClipPlane))), 1.0f));
_nearBottomRight = glm::vec3(worldMatrix * glm::vec4(bottomRight *
(-nearClipPlane.w / glm::dot(bottomRight, glm::vec3(nearClipPlane))), 1.0f));
// compute the offset position and axes in world space
_offsetPosition = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
_offsetDirection = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
_offsetUp = glm::vec3(worldMatrix * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
_offsetRight = glm::vec3(worldMatrix * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
// compute the six planes
// The planes are defined such that the normal points towards the inside of the view frustum.
// Testing if an object is inside the view frustum is performed by computing on which side of
// the plane the object resides. This can be done computing the signed distance from the point
// to the plane. If it is on the side that the normal is pointing, i.e. the signed distance
// is positive, then it is on the right side of the respective plane. If an object is on the
// right side of all six planes then the object is inside the frustum.
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
glm::vec3 front = _direction;
// Calculating field of view.
float fovInRadians = _fieldOfView * PI_OVER_180;
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
// Do we need this?
//tang = (float)tan(ANG2RAD * angle * 0.5) ;
float nearClip = _nearClip;
float farClip = _farClip;
_nearHeight = (twoTimesTanHalfFOV * nearClip);
_nearWidth = _nearHeight * _aspectRatio;
_farHeight = (twoTimesTanHalfFOV * farClip);
_farWidth = _farHeight * _aspectRatio;
float farHalfHeight = (_farHeight * 0.5f);
float farHalfWidth = (_farWidth * 0.5f);
_farCenter = _position+front * farClip;
_farTopLeft = _farCenter + (_up * farHalfHeight) - (_right * farHalfWidth);
_farTopRight = _farCenter + (_up * farHalfHeight) + (_right * farHalfWidth);
_farBottomLeft = _farCenter - (_up * farHalfHeight) - (_right * farHalfWidth);
_farBottomRight = _farCenter - (_up * farHalfHeight) + (_right * farHalfWidth);
float nearHalfHeight = (_nearHeight * 0.5f);
float nearHalfWidth = (_nearWidth * 0.5f);
_nearCenter = _position+front * nearClip;
_nearTopLeft = _nearCenter + (_up * nearHalfHeight) - (_right * nearHalfWidth);
_nearTopRight = _nearCenter + (_up * nearHalfHeight) + (_right * nearHalfWidth);
_nearBottomLeft = _nearCenter - (_up * nearHalfHeight) - (_right * nearHalfWidth);
_nearBottomRight = _nearCenter - (_up * nearHalfHeight) + (_right * nearHalfWidth);
// compute the six planes
// The planes are defined such that the normal points towards the inside of the view frustum.
// Testing if an object is inside the view frustum is performed by computing on which side of
// the plane the object resides. This can be done computing the signed distance from the point
// to the plane. If it is on the side that the normal is pointing, i.e. the signed distance
// is positive, then it is on the right side of the respective plane. If an object is on the
// right side of all six planes then the object is inside the frustum.
// the function set3Points assumes that the points are given in counter clockwise order, assume you
// are inside the frustum, facing the plane. Start with any point, and go counter clockwise for
// three consecutive points
_planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft);
_planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight);
_planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft);
_planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight);
_planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft);
_planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight);
// the function set3Points assumes that the points are given in counter clockwise order, assume you
// are inside the frustum, facing the plane. Start with any point, and go counter clockwise for
// three consecutive points
_planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft);
_planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight);
_planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft);
_planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight);
_planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft);
_planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight);
}
@ -113,34 +116,35 @@ void ViewFrustum::dump() const {
printLog("right.x=%f, right.y=%f, right.z=%f\n", _right.x, _right.y, _right.z);
printLog("farDist=%f\n", _farClip);
printLog("farHeight=%f\n", _farHeight);
printLog("farWidth=%f\n", _farWidth);
printLog("nearDist=%f\n", _nearClip);
printLog("nearHeight=%f\n", _nearHeight);
printLog("nearWidth=%f\n", _nearWidth);
printLog("eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
printLog("eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y,
_eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
printLog("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",
_farCenter.x, _farCenter.y, _farCenter.z);
_farCenter.x, _farCenter.y, _farCenter.z);
printLog("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
printLog("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
_farTopRight.x, _farTopRight.y, _farTopRight.z);
_farTopRight.x, _farTopRight.y, _farTopRight.z);
printLog("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
printLog("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
printLog("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",
_nearCenter.x, _nearCenter.y, _nearCenter.z);
_nearCenter.x, _nearCenter.y, _nearCenter.z);
printLog("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
printLog("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
printLog("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
printLog("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
}
@ -163,30 +167,30 @@ ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const
//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
//dump();
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
float distance = _planes[i].distance(point);
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
float distance = _planes[i].distance(point);
//printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance);
if (distance < 0) {
return OUTSIDE;
}
}
return(result);
if (distance < 0) {
return OUTSIDE;
}
}
return(result);
}
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
ViewFrustum::location result = INSIDE;
float distance;
for(int i=0; i < 6; i++) {
distance = _planes[i].distance(center);
if (distance < -radius)
return OUTSIDE;
else if (distance < radius)
result = INTERSECT;
}
return(result);
ViewFrustum::location result = INSIDE;
float distance;
for(int i=0; i < 6; i++) {
distance = _planes[i].distance(center);
if (distance < -radius)
return OUTSIDE;
else if (distance < radius)
result = INTERSECT;
}
return(result);
}
@ -194,8 +198,8 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
//printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
// box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
//printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i,
// _planes[i].getPoint().x, _planes[i].getPoint().y, _planes[i].getPoint().z,
@ -203,26 +207,26 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
// _planes[i].getDCoefficient()
//);
glm::vec3 normal = _planes[i].getNormal();
glm::vec3 boxVertexP = box.getVertexP(normal);
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
glm::vec3 normal = _planes[i].getNormal();
glm::vec3 boxVertexP = box.getVertexP(normal);
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
glm::vec3 boxVertexN = box.getVertexN(normal);
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
glm::vec3 boxVertexN = box.getVertexN(normal);
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
//printf("plane[%d] normal=(%f,%f,%f) bVertexP=(%f,%f,%f) planeToBoxVertexPDistance=%f boxVertexN=(%f,%f,%f) planeToBoxVertexNDistance=%f\n",i,
// normal.x,normal.y,normal.z,
// boxVertexP.x,boxVertexP.y,boxVertexP.z,planeToBoxVertexPDistance,
// boxVertexN.x,boxVertexN.y,boxVertexN.z,planeToBoxVertexNDistance
// );
if (planeToBoxVertexPDistance < 0) {
return OUTSIDE;
} else if (planeToBoxVertexNDistance < 0) {
result = INTERSECT;
}
}
return(result);
if (planeToBoxVertexPDistance < 0) {
return OUTSIDE;
} else if (planeToBoxVertexNDistance < 0) {
result = INTERSECT;
}
}
return(result);
}
bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
@ -234,7 +238,9 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
compareTo._fieldOfView == _fieldOfView &&
compareTo._aspectRatio == _aspectRatio &&
compareTo._nearClip == _nearClip &&
compareTo._farClip == _farClip;
compareTo._farClip == _farClip &&
compareTo._eyeOffsetPosition == _eyeOffsetPosition &&
compareTo._eyeOffsetOrientation == _eyeOffsetOrientation;
if (!result && debug) {
printLog("ViewFrustum::matches()... result=%s\n", (result ? "yes" : "no"));
@ -266,6 +272,15 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
printLog("%s -- compareTo._farClip=%f _farClip=%f\n",
(compareTo._farClip == _farClip ? "MATCHES " : "NO MATCH"),
compareTo._farClip, _farClip);
printLog("%s -- compareTo._eyeOffsetPosition=%f,%f,%f _eyeOffsetPosition=%f,%f,%f\n",
(compareTo._eyeOffsetPosition == _eyeOffsetPosition ? "MATCHES " : "NO MATCH"),
compareTo._eyeOffsetPosition.x, compareTo._eyeOffsetPosition.y, compareTo._eyeOffsetPosition.z,
_eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
printLog("%s -- compareTo._eyeOffsetOrientation=%f,%f,%f,%f _eyeOffsetOrientation=%f,%f,%f,%f\n",
(compareTo._eyeOffsetOrientation == _eyeOffsetOrientation ? "MATCHES " : "NO MATCH"),
compareTo._eyeOffsetOrientation.x, compareTo._eyeOffsetOrientation.y,
compareTo._eyeOffsetOrientation.z, compareTo._eyeOffsetOrientation.w,
_eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
}
return result;
}
@ -277,6 +292,51 @@ void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3&
direction = glm::normalize(origin - _position);
}
void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far,
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
// compute our dimensions the usual way
float hheight = _nearClip * tanf(_fieldOfView * 0.5f * PI_OVER_180);
float hwidth = _aspectRatio * hheight;
// get our frustum corners in view space
glm::mat4 eyeMatrix = glm::mat4_cast(glm::inverse(_eyeOffsetOrientation)) * glm::translate(-_eyeOffsetPosition);
glm::vec4 corners[8];
float farScale = _farClip / _nearClip;
corners[0] = eyeMatrix * glm::vec4(-hwidth, -hheight, -_nearClip, 1.0f);
corners[1] = eyeMatrix * glm::vec4(hwidth, -hheight, -_nearClip, 1.0f);
corners[2] = eyeMatrix * glm::vec4(hwidth, hheight, -_nearClip, 1.0f);
corners[3] = eyeMatrix * glm::vec4(-hwidth, hheight, -_nearClip, 1.0f);
corners[4] = eyeMatrix * glm::vec4(-hwidth * farScale, -hheight * farScale, -_farClip, 1.0f);
corners[5] = eyeMatrix * glm::vec4(hwidth * farScale, -hheight * farScale, -_farClip, 1.0f);
corners[6] = eyeMatrix * glm::vec4(hwidth * farScale, hheight * farScale, -_farClip, 1.0f);
corners[7] = eyeMatrix * glm::vec4(-hwidth * farScale, hheight * farScale, -_farClip, 1.0f);
// find the minimum and maximum z values, which will be our near and far clip distances
near = FLT_MAX;
far = -FLT_MAX;
for (int i = 0; i < 8; i++) {
near = min(near, -corners[i].z);
far = max(far, -corners[i].z);
}
// get the near/far normal and use it to find the clip planes
glm::vec4 normal = eyeMatrix * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0]));
farClipPlane = glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, corners[4]));
// get the extents at Z = -near
left = FLT_MAX;
right = -FLT_MAX;
bottom = FLT_MAX;
top = -FLT_MAX;
for (int i = 0; i < 4; i++) {
glm::vec4 intersection = corners[i] * (-near / corners[i].z);
left = min(left, intersection.x);
right = max(right, intersection.x);
bottom = min(bottom, intersection.y);
top = max(top, intersection.y);
}
}
void ViewFrustum::printDebugDetails() const {
printLog("ViewFrustum::printDebugDetails()... \n");
@ -288,5 +348,8 @@ void ViewFrustum::printDebugDetails() const {
printLog("_aspectRatio=%f\n", _aspectRatio);
printLog("_nearClip=%f\n", _nearClip);
printLog("_farClip=%f\n", _farClip);
printLog("_eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z );
printLog("_eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z,
_eyeOffsetOrientation.w );
}

View file

@ -12,6 +12,7 @@
#define __hifi__ViewFrustum__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Plane.h"
#include "AABox.h"
@ -29,12 +30,14 @@ private:
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
// Calculated values
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
glm::vec3 _offsetPosition;
glm::vec3 _offsetDirection;
glm::vec3 _offsetUp;
glm::vec3 _offsetRight;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
@ -63,16 +66,26 @@ public:
const glm::vec3& getRight() const { return _right; };
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; }
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; }
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; };
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;};
const glm::vec3& getOffsetPosition() const { return _offsetPosition; };
const glm::vec3& getOffsetDirection() const { return _offsetDirection;};
const glm::vec3& getOffsetUp() const { return _offsetUp; };
const glm::vec3& getOffsetRight() const { return _offsetRight; };
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
@ -101,8 +114,12 @@ public:
// some frustum comparisons
bool matches(const ViewFrustum& compareTo) const;
bool matches(const ViewFrustum* compareTo) const { return matches(*compareTo); };
void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far,
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
void printDebugDetails() const;
};