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<title>libQGLViewer frustumCulling example</title>
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<h1>The frustumCulling example</h1>
<center>
<img src="../images/frustumCulling.jpg" width="330" height="228" alt="frustumCulling"/>
</center>
<p>
Frustum culling using <code>getFrustumPlanesCoefficients</code>.
</p>
<p>
A hierarchical octree structure is clipped against a camera's frustum clipping planes, obtained
using <code>getFrustumPlanesCoefficients</code>. A second viewer displays an external view of the
scene that exhibits the clipping (using <code>drawCamera()</code> to display the frustum).
</p>
<p>
This frustum culling implementation is quite naive. Many optimisation techniques are available in
the litterature.
</p>
<h2>frustumCulling.h</h2>
<pre>
#include <QGLViewer/qglviewer.h>
class CullingCamera;
class Viewer : public QGLViewer {
public:
void setCullingCamera(const CullingCamera *const cc) { cullingCamera = cc; }
protected:
virtual void draw();
virtual void init();
virtual QString helpString() const;
private:
const CullingCamera *cullingCamera;
};
</pre>
<h2>frustumCulling.cpp</h2>
<pre>
#include "frustumCulling.h"
#include "box.h"
#include "cullingCamera.h"
using namespace qglviewer;
void Viewer::draw() {
Box::Root->drawIfAllChildrenAreVisible(cullingCamera);
if (cullingCamera == camera())
// Main viewer computes its plane equation
cullingCamera->computeFrustumPlanesEquations();
else {
// Observer viewer draws cullingCamera
glLineWidth(4.0);
glColor4f(1.0, 1.0, 1.0, 0.5);
cullingCamera->draw();
}
}
void Viewer::init() {
// Restore previous viewer state.
restoreStateFromFile();
if (cullingCamera != camera()) {
// Observer viewer configuration
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
help();
}
glDisable(GL_LIGHTING);
}
QString Viewer::helpString() const {
QString text("<h2>F r u s t u m C u l l i n g</h2>");
text += "A hierarchical octree structure is clipped against the camera's "
"frustum clipping planes, obtained ";
text += "using <code>getFrustumPlanesCoefficients</code>. A second viewer "
"uses <code>drawCamera()</code> to ";
text += "display an external view of the first viewer's camera.<br><br>";
text += "This frustum culling implementation is quite naive. Many "
"optimisation techniques are available in ";
text += "the litterature.";
return text;
}
</pre>
<h2>box.h</h2>
<pre>
#include <QGLViewer/camera.h>
class CullingCamera;
// An Axis Aligned Bounding Box octree hierarchy element.
class Box {
public:
Box(const qglviewer::Vec &P1, const qglviewer::Vec &P2) : p1(P1), p2(P2){};
void draw() const;
void drawIfAllChildrenAreVisible(const CullingCamera *camera) const;
void buildBoxHierarchy(int l);
// Lazy static member, so that it is shared by viewers
static Box *Root;
private:
qglviewer::Vec p1, p2;
Box *child[8];
int level;
};
</pre>
<h2>cullingCamera.h</h2>
<pre>
#include <QGLViewer/camera.h>
class CullingCamera : public qglviewer::Camera {
public:
void computeFrustumPlanesEquations() const {
getFrustumPlanesCoefficients(planeCoefficients);
}
float distanceToFrustumPlane(int index, const qglviewer::Vec &pos) const;
bool sphereIsVisible(const qglviewer::Vec &center, float radius) const;
bool aaBoxIsVisible(const qglviewer::Vec &p1, const qglviewer::Vec &p2,
bool *entirely = NULL) const;
private:
// F r u s t u m p l a n e s
mutable GLdouble planeCoefficients[6][4];
};
</pre>
<h2>box.cpp</h2>
<pre>
#include "box.h"
#include "cullingCamera.h"
using namespace std;
using namespace qglviewer;
// Static member initialization
Box *Box::Root;
void Box::draw() const {
glColor3f(0.3 * level, 0.2f, 1.0 - 0.3 * level);
glLineWidth(level + 1);
glBegin(GL_LINE_STRIP);
glVertex3fv(Vec(p1.x, p1.y, p1.z));
glVertex3fv(Vec(p1.x, p2.y, p1.z));
glVertex3fv(Vec(p2.x, p2.y, p1.z));
glVertex3fv(Vec(p2.x, p1.y, p1.z));
glVertex3fv(Vec(p1.x, p1.y, p1.z));
glVertex3fv(Vec(p1.x, p1.y, p2.z));
glVertex3fv(Vec(p1.x, p2.y, p2.z));
glVertex3fv(Vec(p2.x, p2.y, p2.z));
glVertex3fv(Vec(p2.x, p1.y, p2.z));
glVertex3fv(Vec(p1.x, p1.y, p2.z));
glEnd();
glBegin(GL_LINES);
glVertex3fv(Vec(p1.x, p2.y, p1.z));
glVertex3fv(Vec(p1.x, p2.y, p2.z));
glVertex3fv(Vec(p2.x, p2.y, p1.z));
glVertex3fv(Vec(p2.x, p2.y, p2.z));
glVertex3fv(Vec(p2.x, p1.y, p1.z));
glVertex3fv(Vec(p2.x, p1.y, p2.z));
glEnd();
}
void Box::buildBoxHierarchy(int l) {
level = l;
const Vec middle = (p1 + p2) / 2.0;
for (unsigned int i = 0; i < 8; ++i) {
// point in one of the 8 box corners
const Vec point((i & 4) ? p1.x : p2.x, (i & 2) ? p1.y : p2.y,
(i & 1) ? p1.z : p2.z);
if (level > 0) {
child[i] = new Box(point, middle);
child[i]->buildBoxHierarchy(level - 1);
} else
child[i] = NULL;
}
}
void Box::drawIfAllChildrenAreVisible(const CullingCamera *camera) const {
static bool *entirely = new bool;
if (camera->aaBoxIsVisible(p1, p2, entirely)) {
if (*entirely)
draw();
else if (child[0])
for (int i = 0; i < 8; ++i)
child[i]->drawIfAllChildrenAreVisible(camera);
else
draw();
}
}
</pre>
<h2>cullingCamera.cpp</h2>
<pre>
#include "cullingCamera.h"
using namespace qglviewer;
float CullingCamera::distanceToFrustumPlane(int index, const Vec &pos) const {
return pos * Vec(planeCoefficients[index]) - planeCoefficients[index][3];
}
bool CullingCamera::sphereIsVisible(const Vec &center, float radius) const {
for (int i = 0; i < 6; ++i)
if (distanceToFrustumPlane(i, center) > radius)
return false;
return true;
}
bool CullingCamera::aaBoxIsVisible(const Vec &p1, const Vec &p2,
bool *entirely) const {
bool allInForAllPlanes = true;
for (int i = 0; i < 6; ++i) {
bool allOut = true;
for (unsigned int c = 0; c < 8; ++c) {
const Vec pos((c & 4) ? p1.x : p2.x, (c & 2) ? p1.y : p2.y,
(c & 1) ? p1.z : p2.z);
if (distanceToFrustumPlane(i, pos) > 0.0)
allInForAllPlanes = false;
else
allOut = false;
}
// The eight points are on the outside side of this plane
if (allOut)
return false;
}
if (entirely)
// Entirely visible : the eight points are on the inside side of the 6
// planes
*entirely = allInForAllPlanes;
// Too conservative, but tangent cases are too expensive to detect
return true;
}
</pre>
<h2>main.cpp</h2>
<pre>
#include "box.h"
#include "cullingCamera.h"
#include "frustumCulling.h"
#include <QApplication>
#include <QGLViewer/manipulatedCameraFrame.h>
using namespace qglviewer;
int main(int argc, char **argv) {
QApplication application(argc, argv);
// Create octree AABBox hierarchy
const qglviewer::Vec p(1.0, 0.7f, 1.3f);
Box::Root = new Box(-p, p);
Box::Root->buildBoxHierarchy(4);
// Instantiate the two viewers.
Viewer viewer, observer;
// Give v a cullingCamera;
Camera *c = viewer.camera();
CullingCamera *cc = new CullingCamera();
viewer.setCamera(cc);
delete c;
// Both viewers share the culling camera
viewer.setCullingCamera(cc);
observer.setCullingCamera(cc);
// Place observer
observer.setSceneRadius(10.0);
observer.camera()->setViewDirection(qglviewer::Vec(0.0, -1.0, 0.0));
observer.showEntireScene();
// Make sure every culling Camera movement updates the outer viewer
QObject::connect(viewer.camera()->frame(), SIGNAL(manipulated()), &observer,
SLOT(update()));
QObject::connect(viewer.camera()->frame(), SIGNAL(spun()), &observer,
SLOT(update()));
viewer.setWindowTitle("frustumCulling");
observer.setWindowTitle("scene observer");
// Show the viewers' windows.
viewer.show();
observer.show();
return application.exec();
}
</pre>
<p>
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