#include "common.h" #include "frustum.h" #include "display.h" #include static SVECTOR left, right, top, bottom; static INLINE void frustum_buildPlane(MATRIX *rot_matrix, VECTOR *normal, SVECTOR *outPlane) { ApplyMatrixLV(rot_matrix, normal, normal); VectorNormalS(normal, outPlane); outPlane->pad = -m_dot12(cam_pos, *outPlane); } void frustum_update(int width, int height) { VECTOR l, r, t, b; int near; gte_ReadGeomScreen(&near); // FntPrint(-1, "N = %d, W = %d, H = %d\n", near, width, height); // 2 * ONE * near near <<= 13; l.vx = near / width; l.vy = ONE; l.vz = 0; b.vx = 0; b.vy = ONE; b.vz = near / height; r.vx = -l.vx; r.vy = ONE; r.vz = 0; t.vx = 0; t.vy = ONE; t.vz = -b.vz; MATRIX rot_matrix; RotMatrixQ(&cam_rot, &rot_matrix); frustum_buildPlane(&rot_matrix, &l, &left); frustum_buildPlane(&rot_matrix, &r, &right); frustum_buildPlane(&rot_matrix, &t, &top); frustum_buildPlane(&rot_matrix, &b, &bottom); // FntPrint(-1, "l = %d %d, r = %d %d, t = %d %d, b = %d %d\n", // left.vx, left.pad, right.vx, right.pad, top.vz, top.pad, bottom.vz, bottom.pad); } static INLINE u_char frustum_pointInside_(const SVECTOR p) { if (m_dot12(left, p) + left.pad < 0) return 0; if (m_dot12(right, p) + right.pad < 0) return 0; if (m_dot12(top, p) + top.pad < 0) return 0; if (m_dot12(bottom, p) + bottom.pad < 0) return 0; return 1; } u_char frustum_pointInside(const SVECTOR *point) { if (m_dot12(left, *point) + left.pad < 0) return 0; if (m_dot12(right, *point) + right.pad < 0) return 0; if (m_dot12(top, *point) + top.pad < 0) return 0; if (m_dot12(bottom, *point) + bottom.pad < 0) return 0; return 1; } u_char frustum_sphereInside(const SVECTOR *sphere) { short radius = -sphere->pad; if (m_dot12(left, *sphere) + left.pad < radius) return 0; if (m_dot12(right, *sphere) + right.pad < radius) return 0; if (m_dot12(top, *sphere) + top.pad < radius) return 0; if (m_dot12(bottom, *sphere) + bottom.pad < radius) return 0; return 1; } u_char frustum_boxInside(const SVECTOR *min, const SVECTOR *max) { if (frustum_pointInside_((SVECTOR) { min->vx, min->vy, min->vz })) return 1; if (frustum_pointInside_((SVECTOR) { min->vx, min->vy, max->vz })) return 1; if (frustum_pointInside_((SVECTOR) { min->vx, max->vy, min->vz })) return 1; if (frustum_pointInside_((SVECTOR) { min->vx, max->vy, max->vz })) return 1; if (frustum_pointInside_((SVECTOR) { max->vx, min->vy, min->vz })) return 1; if (frustum_pointInside_((SVECTOR) { max->vx, min->vy, max->vz })) return 1; if (frustum_pointInside_((SVECTOR) { max->vx, max->vy, min->vz })) return 1; if (frustum_pointInside_((SVECTOR) { max->vx, max->vy, max->vz })) return 1; return 0; }