wave-glut/lib/glut/frustum.h

Go to the documentation of this file.
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