Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY 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 ON */ 00026 /* 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 00032 #include <vlGraphics/PixelLODEvaluator.hpp> 00033 #include <vlGraphics/Camera.hpp> 00034 00035 using namespace vl; 00036 00037 //----------------------------------------------------------------------------- 00038 int PixelLODEvaluator::evaluate(Actor* actor, Camera* camera) 00039 { 00040 if (mPixelRangeSet.empty()) 00041 return 0; 00042 00043 AABB aabb = actor->transform() ? actor->lod(0)->boundingBox().transformed( actor->transform()->worldMatrix() ) : actor->lod(0)->boundingBox(); 00044 00045 vec3 corner[] = 00046 { 00047 vec3(aabb.minCorner().x(), aabb.minCorner().y(), aabb.minCorner().z()), 00048 vec3(aabb.minCorner().x(), aabb.maxCorner().y(), aabb.minCorner().z()), 00049 vec3(aabb.maxCorner().x(), aabb.maxCorner().y(), aabb.minCorner().z()), 00050 vec3(aabb.maxCorner().x(), aabb.minCorner().y(), aabb.minCorner().z()), 00051 vec3(aabb.minCorner().x(), aabb.minCorner().y(), aabb.maxCorner().z()), 00052 vec3(aabb.minCorner().x(), aabb.maxCorner().y(), aabb.maxCorner().z()), 00053 vec3(aabb.maxCorner().x(), aabb.maxCorner().y(), aabb.maxCorner().z()), 00054 vec3(aabb.maxCorner().x(), aabb.minCorner().y(), aabb.maxCorner().z()) 00055 }; 00056 00057 mat4 proj_matrix = camera->projectionMatrix() * camera->viewMatrix(); 00058 00059 aabb.setNull(); 00060 00061 // project the 8 corners in the viewport 00062 for(int i=0; i<8; ++i) 00063 { 00064 vec4 out = proj_matrix * vec4(corner[i],1); 00065 00066 if (out.w() == 0.0f) 00067 continue; 00068 00069 out.x() /= out.w(); 00070 out.y() /= out.w(); 00071 out.z() /= out.w(); 00072 00073 // map to range 0-1 00074 out.x() = out.x() * 0.5f + 0.5f; 00075 out.y() = out.y() * 0.5f + 0.5f; 00076 out.z() = out.z() * 0.5f + 0.5f; 00077 00078 // map to viewport 00079 out.x() = out.x() * camera->viewport()->width() + camera->viewport()->x(); 00080 out.y() = out.y() * camera->viewport()->height() + camera->viewport()->y(); 00081 00082 aabb.addPoint(out.xyz()); 00083 } 00084 00085 double pixels = aabb.width() * aabb.height(); 00086 00087 // we assume the distances are sorted in increasing order 00088 int i=0; 00089 for(; i<(int)mPixelRangeSet.size(); ++i) 00090 { 00091 if (pixels>mPixelRangeSet[mPixelRangeSet.size() - 1 - i]) 00092 return i; 00093 } 00094 00095 return i; // == mPixelRangeSet.size() 00096 } 00097 //-----------------------------------------------------------------------------