Ykkrosh
b1b96a89d6
Previously we had a single culling frustum based on the main camera, and any object outside the frustum would never get rendered, even if it should actually contribute to shadows or reflections/refractions. This caused ugly pop-in effects in the shadows and reflections while scrolling. Extend the renderer to support multiple cull groups, each with a separate frustum and with separate lists of submitted objects, so that shadows and reflections will render the correctly culled sets of objects. Update the shadow map generation to compute the (hopefully) correct bounds and matrices for this new scheme. Include terrain patches in the shadow bounds, so hills can cast shadows correctly. Remove the code that tried to render objects slightly outside the camera frustum in order to reduce the pop-in effect, since that was a workaround for the lack of a proper fix. Remove the model/patch filtering code, which was used to cull objects that were in the normal camera frustum but should be excluded from reflections/refractions, since that's redundant now too. Inline DistanceToPlane to save a few hundred usecs per frame inside CCmpUnitRenderer::RenderSubmit. Fixes #504, #579. This was SVN commit r15445.
322 lines
8.5 KiB
C++
322 lines
8.5 KiB
C++
/* Copyright (C) 2012 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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* Axis-aligned bounding box
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*/
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#include "precompiled.h"
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#include "BoundingBoxAligned.h"
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#include "lib/ogl.h"
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#include <float.h>
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#include "graphics/Frustum.h"
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#include "maths/BoundingBoxOriented.h"
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#include "maths/Brush.h"
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#include "maths/Matrix3D.h"
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const CBoundingBoxAligned CBoundingBoxAligned::EMPTY = CBoundingBoxAligned(); // initializes to an empty bound
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///////////////////////////////////////////////////////////////////////////////
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// RayIntersect: intersect ray with this bound; return true
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// if ray hits (and store entry and exit times), or false
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// otherwise
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// note: incoming ray direction must be normalised
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bool CBoundingBoxAligned::RayIntersect(const CVector3D& origin,const CVector3D& dir,
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float& tmin,float& tmax) const
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{
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float t1,t2;
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float tnear,tfar;
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if (dir[0]==0) {
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if (origin[0]<m_Data[0][0] || origin[0]>m_Data[1][0])
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return false;
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else {
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tnear=(float) -FLT_MAX;
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tfar=(float) FLT_MAX;
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}
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} else {
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t1=(m_Data[0][0]-origin[0])/dir[0];
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t2=(m_Data[1][0]-origin[0])/dir[0];
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if (dir[0]<0) {
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tnear = t2;
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tfar = t1;
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} else {
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tnear = t1;
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tfar = t2;
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}
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if (tfar<0)
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return false;
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}
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if (dir[1]==0 && (origin[1]<m_Data[0][1] || origin[1]>m_Data[1][1]))
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return false;
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else {
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t1=(m_Data[0][1]-origin[1])/dir[1];
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t2=(m_Data[1][1]-origin[1])/dir[1];
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if (dir[1]<0) {
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if (t2>tnear)
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tnear = t2;
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if (t1<tfar)
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tfar = t1;
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} else {
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if (t1>tnear)
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tnear = t1;
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if (t2<tfar)
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tfar = t2;
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}
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if (tnear>tfar || tfar<0)
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return false;
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}
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if (dir[2]==0 && (origin[2]<m_Data[0][2] || origin[2]>m_Data[1][2]))
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return false;
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else {
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t1=(m_Data[0][2]-origin[2])/dir[2];
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t2=(m_Data[1][2]-origin[2])/dir[2];
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if (dir[2]<0) {
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if (t2>tnear)
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tnear = t2;
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if (t1<tfar)
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tfar = t1;
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} else {
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if (t1>tnear)
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tnear = t1;
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if (t2<tfar)
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tfar = t2;
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}
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if (tnear>tfar || tfar<0)
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return false;
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}
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tmin=tnear;
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tmax=tfar;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// SetEmpty: initialise this bound as empty
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void CBoundingBoxAligned::SetEmpty()
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{
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m_Data[0]=CVector3D( FLT_MAX, FLT_MAX, FLT_MAX);
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m_Data[1]=CVector3D(-FLT_MAX,-FLT_MAX,-FLT_MAX);
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}
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///////////////////////////////////////////////////////////////////////////////
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// IsEmpty: tests whether this bound is empty
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bool CBoundingBoxAligned::IsEmpty() const
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{
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return (m_Data[0].X == FLT_MAX && m_Data[0].Y == FLT_MAX && m_Data[0].Z == FLT_MAX
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&& m_Data[1].X == -FLT_MAX && m_Data[1].Y == -FLT_MAX && m_Data[1].Z == -FLT_MAX);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Transform: transform this bound by given matrix; return transformed bound
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// in 'result' parameter - slightly modified version of code in Graphic Gems
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// (can't remember which one it was, though)
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void CBoundingBoxAligned::Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const
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{
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ENSURE(this!=&result);
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for (int i=0;i<3;++i) {
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// handle translation
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result[0][i]=result[1][i]=m(i,3);
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// Now find the extreme points by considering the product of the
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// min and max with each component of matrix
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for(int j=0;j<3;j++) {
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float a=m(i,j)*m_Data[0][j];
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float b=m(i,j)*m_Data[1][j];
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if (a<b) {
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result[0][i]+=a;
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result[1][i]+=b;
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} else {
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result[0][i]+=b;
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result[1][i]+=a;
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}
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}
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}
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}
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void CBoundingBoxAligned::Transform(const CMatrix3D& transform, CBoundingBoxOriented& result) const
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{
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const CVector3D& pMin = m_Data[0];
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const CVector3D& pMax = m_Data[1];
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// the basis vectors of the OBB are the normalized versions of the transformed AABB basis vectors, which
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// are the columns of the identity matrix, so the unnormalized OBB basis vectors are the transformation
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// matrix columns:
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CVector3D u(transform._11, transform._21, transform._31);
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CVector3D v(transform._12, transform._22, transform._32);
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CVector3D w(transform._13, transform._23, transform._33);
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// the half-sizes are scaled by whatever factor the AABB unit vectors end up scaled by
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result.m_HalfSizes = CVector3D(
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(pMax.X - pMin.X) / 2.f * u.Length(),
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(pMax.Y - pMin.Y) / 2.f * v.Length(),
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(pMax.Z - pMin.Z) / 2.f * w.Length()
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);
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u.Normalize();
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v.Normalize();
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w.Normalize();
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result.m_Basis[0] = u;
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result.m_Basis[1] = v;
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result.m_Basis[2] = w;
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result.m_Center = transform.Transform((pMax + pMin) * 0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Intersect with the given frustum in a conservative manner
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void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum)
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{
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// if this bound is empty, then the result must be empty (we should not attempt to intersect with
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// a brush, may cause crashes due to the numeric representation of empty bounds -- see
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// http://trac.wildfiregames.com/ticket/1027)
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if (IsEmpty())
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return;
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CBrush brush(*this);
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CBrush buf;
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brush.Intersect(frustum, buf);
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buf.Bounds(*this);
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}
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///////////////////////////////////////////////////////////////////////////////
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CFrustum CBoundingBoxAligned::ToFrustum() const
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{
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CFrustum frustum;
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frustum.SetNumPlanes(6);
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// get the LEFT plane
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frustum.m_aPlanes[0].m_Norm = CVector3D(1, 0, 0);
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frustum.m_aPlanes[0].m_Dist = -m_Data[0].X;
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// get the RIGHT plane
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frustum.m_aPlanes[1].m_Norm = CVector3D(-1, 0, 0);
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frustum.m_aPlanes[1].m_Dist = m_Data[1].X;
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// get the BOTTOM plane
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frustum.m_aPlanes[2].m_Norm = CVector3D(0, 1, 0);
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frustum.m_aPlanes[2].m_Dist = -m_Data[0].Y;
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// get the TOP plane
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frustum.m_aPlanes[3].m_Norm = CVector3D(0, -1, 0);
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frustum.m_aPlanes[3].m_Dist = m_Data[1].Y;
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// get the NEAR plane
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frustum.m_aPlanes[4].m_Norm = CVector3D(0, 0, 1);
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frustum.m_aPlanes[4].m_Dist = -m_Data[0].Z;
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// get the FAR plane
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frustum.m_aPlanes[5].m_Norm = CVector3D(0, 0, -1);
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frustum.m_aPlanes[5].m_Dist = m_Data[1].Z;
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return frustum;
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}
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///////////////////////////////////////////////////////////////////////////////
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void CBoundingBoxAligned::Expand(float amount)
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{
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m_Data[0] -= CVector3D(amount, amount, amount);
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m_Data[1] += CVector3D(amount, amount, amount);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Render the bounding box
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void CBoundingBoxAligned::Render(CShaderProgramPtr& shader) const
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{
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std::vector<float> data;
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#define ADD_FACE(x, y, z) \
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ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
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ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
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#define ADD_PT(u_, v_, x, y, z) \
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STMT(int u = u_; int v = v_; \
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data.push_back(u); \
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data.push_back(v); \
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data.push_back(m_Data[x].X); \
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data.push_back(m_Data[y].Y); \
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data.push_back(m_Data[z].Z); \
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)
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ADD_FACE(u, v, 0);
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ADD_FACE(0, u, v);
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ADD_FACE(u, 0, 1-v);
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ADD_FACE(u, 1-v, 1);
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ADD_FACE(1, u, 1-v);
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ADD_FACE(u, 1, v);
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#undef ADD_FACE
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
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shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
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shader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLES, 0, 6*6);
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}
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void CBoundingBoxAligned::RenderOutline(CShaderProgramPtr& shader) const
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{
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std::vector<float> data;
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#define ADD_FACE(x, y, z) \
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ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); \
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ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
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ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); \
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ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
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#define ADD_PT(u_, v_, x, y, z) \
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STMT(int u = u_; int v = v_; \
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data.push_back(u); \
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data.push_back(v); \
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data.push_back(m_Data[x].X); \
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data.push_back(m_Data[y].Y); \
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data.push_back(m_Data[z].Z); \
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)
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ADD_FACE(u, v, 0);
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ADD_FACE(0, u, v);
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ADD_FACE(u, 0, 1-v);
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ADD_FACE(u, 1-v, 1);
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ADD_FACE(1, u, 1-v);
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ADD_FACE(u, 1, v);
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#undef ADD_FACE
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
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shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
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shader->AssertPointersBound();
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glDrawArrays(GL_LINES, 0, 6*8);
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}
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