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发表于 2004-5-7 23:25:00
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Re:opengl和d3d的代码区别问题?
考虑这个代码:
void CFrustum::CalculateFrustum()
{
float proj[16]; // This will hold our projection matrix
float modl[16]; // This will hold our modelview matrix
float clip[16]; // This will hold the clipping planes
// glGetFloatv() is used to extract information about our OpenGL world.
// Below, we pass in GL_PROJECTION_MATRIX to abstract our projection matrix.
// It then stores the matrix into an array of [16].
glGetFloatv( GL_PROJECTION_MATRIX, proj );
// By passing in GL_MODELVIEW_MATRIX, we can abstract our model view matrix.
// This also stores it in an array of [16].
glGetFloatv( GL_MODELVIEW_MATRIX, modl );
// Now that we have our modelview and projection matrix, if we combine these 2 matrices,
// it will give us our clipping planes. To combine 2 matrices, we multiply them.
clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];
clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];
clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];
clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];
// Now we actually want to get the sides of the frustum. To do this we take
// the clipping planes we received above and extract the sides from them.
// This will extract the RIGHT side of the frustum
m_Frustum[RIGHT][A] = clip[ 3] - clip[ 0];
m_Frustum[RIGHT][B] = clip[ 7] - clip[ 4];
m_Frustum[RIGHT][C] = clip[11] - clip[ 8];
m_Frustum[RIGHT][D] = clip[15] - clip[12];
// Now that we have a normal (A,B,C) and a distance (D) to the plane,
// we want to normalize that normal and distance.
// Normalize the RIGHT side
NormalizePlane(m_Frustum, RIGHT);
// This will extract the LEFT side of the frustum
m_Frustum[LEFT][A] = clip[ 3] + clip[ 0];
m_Frustum[LEFT][B] = clip[ 7] + clip[ 4];
m_Frustum[LEFT][C] = clip[11] + clip[ 8];
m_Frustum[LEFT][D] = clip[15] + clip[12];
// Normalize the LEFT side
NormalizePlane(m_Frustum, LEFT);
// This will extract the BOTTOM side of the frustum
m_Frustum[BOTTOM][A] = clip[ 3] + clip[ 1];
m_Frustum[BOTTOM][B] = clip[ 7] + clip[ 5];
m_Frustum[BOTTOM][C] = clip[11] + clip[ 9];
m_Frustum[BOTTOM][D] = clip[15] + clip[13];
// Normalize the BOTTOM side
NormalizePlane(m_Frustum, BOTTOM);
// This will extract the TOP side of the frustum
m_Frustum[TOP][A] = clip[ 3] - clip[ 1];
m_Frustum[TOP][B] = clip[ 7] - clip[ 5];
m_Frustum[TOP][C] = clip[11] - clip[ 9];
m_Frustum[TOP][D] = clip[15] - clip[13];
// Normalize the TOP side
NormalizePlane(m_Frustum, TOP);
// This will extract the BACK side of the frustum
m_Frustum[BACK][A] = clip[ 3] - clip[ 2];
m_Frustum[BACK][B] = clip[ 7] - clip[ 6];
m_Frustum[BACK][C] = clip[11] - clip[10];
m_Frustum[BACK][D] = clip[15] - clip[14];
// Normalize the BACK side
NormalizePlane(m_Frustum, BACK);
// This will extract the FRONT side of the frustum
m_Frustum[FRONT][A] = clip[ 3] + clip[ 2];
m_Frustum[FRONT][B] = clip[ 7] + clip[ 6];
m_Frustum[FRONT][C] = clip[11] + clip[10];
m_Frustum[FRONT][D] = clip[15] + clip[14];
// Normalize the FRONT side
NormalizePlane(m_Frustum, FRONT);
}
这就是opengl实现一个view frustum的代码,我不知道用d3d应该怎么写?或者说做这种view frustum的数学推导过程是怎样的? |
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