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CFrustum.cpp
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CFrustum.cpp
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//--------------------------------------------------------------------------------------
// File: CFrustum.cpp
//
// frustum class
//
//--------------------------------------------------------------------------------------
// (C) 2005 ATI Research, Inc., All rights reserved.
//--------------------------------------------------------------------------------------
#include "CFrustum.h"
//--------------------------------------------------------------------------------------
//setup initial frustum
//--------------------------------------------------------------------------------------
CFrustum::CFrustum(float32 a_FOV, float32 a_Aspect, float32 a_NearClip, float32 a_FarClip)
{
m_ProjType = PROJ_PERSPECTIVE_LH;
m_FOV = a_FOV;
m_Aspect = a_Aspect;
m_NearClip = a_NearClip;
m_FarClip = a_FarClip;
UpdateProjMatrix();
}
//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------
CFrustum::~CFrustum()
{
}
//--------------------------------------------------------------------------------------
// update internal projection matrix based on settings
//--------------------------------------------------------------------------------------
void CFrustum::UpdateProjMatrix(void)
{
D3DXMatrixPerspectiveFovLH(&m_ProjMX, m_FOV, m_Aspect, m_NearClip, m_FarClip);
/*
switch(m_ProjType)
{
case PROJ_PERSPECTIVE_LH:
D3DXMatrixPerspectiveFovLH(&m_ProjMX, m_FOV, m_Aspect, m_NearClip, m_FarClip);
break;
};
*/
}
//--------------------------------------------------------------------------------------
// get frustum projection matrix
//--------------------------------------------------------------------------------------
D3DXMATRIX *CFrustum::GetProjMatrix(void)
{
return &m_ProjMX;
}
//--------------------------------------------------------------------------------------
// set frustum projection matrix
//
//--------------------------------------------------------------------------------------
void CFrustum::SetProjMatrix(D3DXMATRIX *a_ProjMX)
{
//extract fov info from matrix
//assume Perspective LH for now
m_ProjMX = *a_ProjMX;
m_FOV = 2.0f * tanf(m_ProjMX._22);
m_Aspect = m_ProjMX._11 / m_ProjMX._22;
m_NearClip = -m_ProjMX._43 / m_ProjMX._33;
m_FarClip = -(m_NearClip * m_ProjMX._33) / (1.0f - m_ProjMX._33);
}
//--------------------------------------------------------------------------------------
// set frustum projection matrix
//
//--------------------------------------------------------------------------------------
D3DXMATRIX *CFrustum::GetViewMatrix(void)
{
return(&m_ViewMX);
}
//--------------------------------------------------------------------------------------
// set frustum projection matrix
//
//--------------------------------------------------------------------------------------
void CFrustum::SetViewMatrix(D3DXMATRIX *a_ViewMX)
{
m_ViewMX = *a_ViewMX;
//initialize frustum apex
GetFrustumApex();
}
//--------------------------------------------------------------------------------------
// get apex of frustum in world coords
//
//--------------------------------------------------------------------------------------
D3DXVECTOR4 *CFrustum::GetFrustumApex(void)
{
D3DXVECTOR4 origin = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f );
D3DXMATRIX invViewMatrix;
float32 det;
D3DXMatrixInverse(&invViewMatrix, &det, &m_ViewMX);
D3DXVec4Transform(&m_FrustumApex, &origin, &invViewMatrix );
return &m_FrustumApex;
}