Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* CFrustum is a collection of planes which define a viewing space.
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*/
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/*
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Usually associated with the camera, there are 6 planes which define the
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view pyramid. But we allow more planes per frustum which may be used for
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portal rendering, where a portal may have 3 or more edges.
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*/
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#ifndef INCLUDED_FRUSTUM
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#define INCLUDED_FRUSTUM
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#include "maths/Plane.h"
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//10 planes should be enough
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#define MAX_NUM_FRUSTUM_PLANES (10)
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class CBound;
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class CFrustum
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{
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public:
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CFrustum ();
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~CFrustum ();
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//Set the number of planes to use for
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//calculations. This is clipped to
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//[0,MAX_NUM_FRUSTUM_PLANES]
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void SetNumPlanes (size_t num);
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size_t GetNumPlanes() const { return m_NumPlanes; }
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void AddPlane (const CPlane& plane);
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//The following methods return true if the shape is
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//partially or completely in front of the frustum planes
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bool IsPointVisible (const CVector3D &point) const;
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bool DoesSegmentIntersect(const CVector3D& start, const CVector3D &end);
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bool IsSphereVisible (const CVector3D ¢er, float radius) const;
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bool IsBoxVisible (const CVector3D &position,const CBound &bounds) const;
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CPlane& operator[](size_t idx) { return m_aPlanes[idx]; }
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const CPlane& operator[](size_t idx) const { return m_aPlanes[idx]; }
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public:
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//make the planes public for ease of use
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CPlane m_aPlanes[MAX_NUM_FRUSTUM_PLANES];
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private:
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size_t m_NumPlanes;
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};
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#endif
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