00001 /* 00002 * frustum.h 00003 * 00004 * Copyright (C) 2009 Thomas A. Vaughan 00005 * All rights reserved. 00006 * 00007 * 00008 * Redistribution and use in source and binary forms, with or without 00009 * modification, are permitted provided that the following conditions are met: 00010 * * Redistributions of source code must retain the above copyright 00011 * notice, this list of conditions and the following disclaimer. 00012 * * Redistributions in binary form must reproduce the above copyright 00013 * notice, this list of conditions and the following disclaimer in the 00014 * documentation and/or other materials provided with the distribution. 00015 * * Neither the name of the <organization> nor the 00016 * names of its contributors may be used to endorse or promote products 00017 * derived from this software without specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY 00020 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 00021 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 00022 * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY 00023 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 00024 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 00025 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 00026 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00027 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 00028 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00029 * 00030 * 00031 * View frustum routines. Mosly used for culling. 00032 */ 00033 00034 #ifndef WAVE_GLUT_GLUT_FRUSTUM_H__ 00035 #define WAVE_GLUT_GLUT_FRUSTUM_H__ 00036 00037 // includes -------------------------------------------------------------------- 00038 #include "camera.h" 00039 #include "color/color.h" 00040 00041 #include "geometry/frustum.h" 00042 00043 00044 namespace glut { 00045 00046 /// \ingroup glut 00047 /*@{*/ 00048 00049 /// This is a method to determine the view frustum given the current 00050 /// camera settings and viewer orientation. 00051 /// What is a frustum? It is a basic 3D solid. See 00052 /// http://en.wikipedia.org/wiki/Frustum 00053 /// In particular, this is a clipped 4-sided pyramid, also called a 00054 /// right square frustum. 00055 /// In 3D rendering, a frustum defines the area of space that can be seen from 00056 /// the current camera, given its position and orientation. This is called 00057 /// the view frustrum. 00058 /// Given other objects, we can quickly test if they are inside the view 00059 /// frustrum or not. If not, we can avoid rendering them altogether. This 00060 /// is called culling. If you have partitioned your object space (always a 00061 /// good idea), you can cull dozens or hundreds of objects with a single 00062 /// frustum/rectangle test. 00063 /// 00064 /// For more links on view frustrum culling try: 00065 /// - http://www.lighthouse3d.com/opengl/viewfrustum/index.php?intro 00066 /// - http://www.racer.nl/reference/vfc.htm 00067 /// 00068 /// Or for an up-to-date search: 00069 /// http://www.google.com/search?q=opengl+view+frustum+culling 00070 void getViewFrustum(IN const camera_t& camera, 00071 IN const Viewer& viewer, 00072 OUT frustum_t& viewFrustum) throw(); 00073 00074 00075 /// helper method to draw the edges of a frustum 00076 void drawFrustumEdges(IN const frustum_t& f, 00077 IN const glut_color_t& color) throw(); 00078 00079 00080 }; // glut namespace 00081 00082 #endif // WAVE_GLUT_GLUT_FRUSTUM_H__ 00083