GLCameraFrustum.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(AFX_GLCAMERAFRUSTUM_H__4C341296_0589_46D5_BFD7_3114534F7E2D__INCLUDED_)
00022 #define AFX_GLCAMERAFRUSTUM_H__4C341296_0589_46D5_BFD7_3114534F7E2D__INCLUDED_
00023 
00024 #include <engine/GameStateI.h>
00025 #include <common/Vector.h>
00026 
00027 class GLCameraFrustum : public GameStateI
00028 {
00029 public:
00030         static GLCameraFrustum *instance();
00031 
00032         static Vector FrustrumRed;
00033         static Vector FrustrumBlue;
00034         static Vector FrustrumGreen;
00035         static Vector FrustrumWhite;
00036 
00037         virtual void draw(const unsigned state);
00038 
00039         bool sphereInFrustum(Vector &point, float fRadius = 1, Vector &color = FrustrumWhite);
00040         bool sphereInFrustumThreadSafe(Vector &point, float fRadius);
00041         void backupFrustum();
00042         void restoreFrustum();
00043         void drawBilboard(
00044                 Vector &position, Vector &color, float alpha,
00045                 float width, float height, bool additive, int texCoord);
00046 
00047         Vector &getBilboardVectorX();
00048         Vector &getBilboardVectorY();
00049 
00050         float *getViewMatrix() { return s.fView; }
00051 
00052 protected:
00053         static GLCameraFrustum *instance_;
00054         struct Settings
00055         {
00056                 float frustum_[6][4];
00057                 float fProj[16];
00058                 float fView[16];
00059                 float fClip[16];
00060                 float viewport[4];
00061                 float aspect;
00062         } s, b;
00063 
00064         void normalize(float vector[4]);
00065 
00066 private:
00067         GLCameraFrustum();
00068         virtual ~GLCameraFrustum();
00069 
00070 };
00071 
00072 #endif // !defined(AFX_GLCAMERAFRUSTUM_H__4C341296_0589_46D5_BFD7_3114534F7E2D__INCLUDED_)

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