Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics
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X:/dropbox/visualizationlibrary/src/vlGraphics/PixelLODEvaluator.cpp

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00001 /**************************************************************************************/
00002 /*                                                                                    */
00003 /*  Visualization Library                                                             */
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00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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00011 /*                                                                                    */
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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 //-----------------------------------------------------------------------------

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:38.
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