我已经实现了平截头体剔除,并正在检查边界框是否与平截头体平面相交。我添加了暂停平截头体更新的功能,这让我可以查看平截头体剔除是否正常工作。当我在暂停后转身时,在我身后和左右两侧都没有渲染,它们会像你预期的那样逐渐变细。超出剪辑距离(远平面),它们仍然呈现,我不确定这是否是我的平截头体更新或边界框检查代码的问题,或者我使用了错误的矩阵或什么。当我将投影矩阵中的距离设置为 3000.0f 时,它仍然说边界框远远超过了仍然在截锥体中,但事实并非如此。
这是我创建模型视图矩阵的地方:
projectionMatrix = glm::perspective(newFOV, 4.0f / 3.0f, 0.1f, 3000.0f);
viewMatrix = glm::mat4(1.0);
viewMatrix = glm::scale(viewMatrix, glm::vec3(1.0, 1.0, -1.0));
viewMatrix = glm::rotate(viewMatrix, anglePitch, glm::vec3(1.0, 0.0, 0.0));
viewMatrix = glm::rotate(viewMatrix, angleYaw, glm::vec3(0.0, 1.0, 0.0));
viewMatrix = glm::translate(viewMatrix, glm::vec3(-x, -y, -z));
modelViewProjectiomMatrix = projectionMatrix * viewMatrix;
我在 Z 方向将其缩放 -1 的原因是因为关卡被设计为使用 DirectX 渲染,所以我反转了 Z 方向。
这是我更新我的截锥体的地方:
void CFrustum::calculateFrustum()
{
glm::mat4 mat = camera.getModelViewProjectionMatrix();
// Calculate the LEFT side
m_Frustum[LEFT][A] = (mat[0][3]) + (mat[0][0]);
m_Frustum[LEFT][B] = (mat[1][3]) + (mat[1][0]);
m_Frustum[LEFT][C] = (mat[2][3]) + (mat[2][0]);
m_Frustum[LEFT][D] = (mat[3][3]) + (mat[3][0]);
// Calculate the RIGHT side
m_Frustum[RIGHT][A] = (mat[0][3]) - (mat[0][0]);
m_Frustum[RIGHT][B] = (mat[1][3]) - (mat[1][0]);
m_Frustum[RIGHT][C] = (mat[2][3]) - (mat[2][0]);
m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[3][0]);
// Calculate the TOP side
m_Frustum[TOP][A] = (mat[0][3]) - (mat[0][1]);
m_Frustum[TOP][B] = (mat[1][3]) - (mat[1][1]);
m_Frustum[TOP][C] = (mat[2][3]) - (mat[2][1]);
m_Frustum[TOP][D] = (mat[3][3]) - (mat[3][1]);
// Calculate the BOTTOM side
m_Frustum[BOTTOM][A] = (mat[0][3]) + (mat[0][1]);
m_Frustum[BOTTOM][B] = (mat[1][3]) + (mat[1][1]);
m_Frustum[BOTTOM][C] = (mat[2][3]) + (mat[2][1]);
m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[3][1]);
// Calculate the FRONT side
m_Frustum[FRONT][A] = (mat[0][3]) + (mat[0][2]);
m_Frustum[FRONT][B] = (mat[1][3]) + (mat[1][2]);
m_Frustum[FRONT][C] = (mat[2][3]) + (mat[2][2]);
m_Frustum[FRONT][D] = (mat[3][3]) + (mat[3][2]);
// Calculate the BACK side
m_Frustum[BACK][A] = (mat[0][3]) - (mat[0][2]);
m_Frustum[BACK][B] = (mat[1][3]) - (mat[1][2]);
m_Frustum[BACK][C] = (mat[2][3]) - (mat[2][2]);
m_Frustum[BACK][D] = (mat[3][3]) - (mat[3][2]);
// Normalize all the sides
NormalizePlane(m_Frustum, LEFT);
NormalizePlane(m_Frustum, RIGHT);
NormalizePlane(m_Frustum, TOP);
NormalizePlane(m_Frustum, BOTTOM);
NormalizePlane(m_Frustum, FRONT);
NormalizePlane(m_Frustum, BACK);
}
最后,我检查边界框:
bool CFrustum::BoxInFrustum( float x, float y, float z, float x2, float y2, float z2)
{
// Go through all of the corners of the box and check then again each plane
// in the frustum. If all of them are behind one of the planes, then it most
// like is not in the frustum.
for(int i = 0; i < 6; i++ )
{
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
// If we get here, it isn't in the frustum
return false;
}
// Return a true for the box being inside of the frustum
return true;
}