#include "Frustrum.hpp" enum FrustumSide { RIGHT = 0, // The RIGHT side of the frustum LEFT = 1, // The LEFT side of the frustum BOTTOM = 2, // The BOTTOM side of the frustum TOP = 3, // The TOP side of the frustum BACK = 4, // The BACK side of the frustum FRONT = 5 // The FRONT side of the frustum }; enum PlaneData { A = 0, // The X value of the plane's normal B = 1, // The Y value of the plane's normal C = 2, // The Z value of the plane's normal D = 3 // The distance the plane is from the origin }; void normalizePlane(glm::vec4 &frustum_plane) { float magnitude = (float) sqrt(frustum_plane[A] * frustum_plane[A] + frustum_plane[B] * frustum_plane[B] + frustum_plane[C] * frustum_plane[C]); frustum_plane[A] /= magnitude; frustum_plane[B] /= magnitude; frustum_plane[C] /= magnitude; frustum_plane[D] /= magnitude; } void Frustum::CalculateFrustum(glm::mat4 &view_matrix, glm::mat4 &proj_matrix) { float proj[16]; float modl[16]; const float *projP = glm::value_ptr(proj_matrix); const float *modlP = glm::value_ptr(view_matrix); for (int i = 0; i < 16; i++) { proj[i]=projP[i]; modl[i]=modlP[i]; } float clip[16]; //clipping planes 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]; frustum_planes[RIGHT][A] = clip[3] - clip[0]; frustum_planes[RIGHT][B] = clip[7] - clip[4]; frustum_planes[RIGHT][C] = clip[11] - clip[8]; frustum_planes[RIGHT][D] = clip[15] - clip[12]; normalizePlane(frustum_planes[RIGHT]); frustum_planes[LEFT][A] = clip[3] + clip[0]; frustum_planes[LEFT][B] = clip[7] + clip[4]; frustum_planes[LEFT][C] = clip[11] + clip[8]; frustum_planes[LEFT][D] = clip[15] + clip[12]; normalizePlane(frustum_planes[LEFT]); frustum_planes[BOTTOM][A] = clip[3] + clip[1]; frustum_planes[BOTTOM][B] = clip[7] + clip[5]; frustum_planes[BOTTOM][C] = clip[11] + clip[9]; frustum_planes[BOTTOM][D] = clip[15] + clip[13]; normalizePlane(frustum_planes[BOTTOM]); frustum_planes[TOP][A] = clip[3] - clip[1]; frustum_planes[TOP][B] = clip[7] - clip[5]; frustum_planes[TOP][C] = clip[11] - clip[9]; frustum_planes[TOP][D] = clip[15] - clip[13]; normalizePlane(frustum_planes[TOP]); frustum_planes[BACK][A] = clip[3] - clip[2]; frustum_planes[BACK][B] = clip[7] - clip[6]; frustum_planes[BACK][C] = clip[11] - clip[10]; frustum_planes[BACK][D] = clip[15] - clip[14]; normalizePlane(frustum_planes[BACK]); frustum_planes[FRONT][A] = clip[3] + clip[2]; frustum_planes[FRONT][B] = clip[7] + clip[6]; frustum_planes[FRONT][C] = clip[11] + clip[10]; frustum_planes[FRONT][D] = clip[15] + clip[14]; normalizePlane(frustum_planes[FRONT]); } bool Frustum::TestInsideFrustrum(glm::vec4 Min, glm::vec4 Max) { bool inside = true; //test all 6 frustum planes for (int i = 0; i < 6; i++) { //pick closest point to plane and check if it behind the plane //if yes - object outside frustum float d = std::max(Min.x * frustum_planes[i].x, Max.x * frustum_planes[i].x) + std::max(Min.y * frustum_planes[i].y, Max.y * frustum_planes[i].y) + std::max(Min.z * frustum_planes[i].z, Max.z * frustum_planes[i].z) + frustum_planes[i].w; inside &= d > 0; //return false; //with flag works faster } return inside; }