首先计算6个裁减面的方程系数 // ----------------------------------------------------------------------------- // Name: calculateFrustumPlanes() // Desc: // ----------------------------------------------------------------------------- void calculateFrustumPlanes( void ) ... { float p[16]; // projection matrix float mv[16]; // model-view matrix float mvp[16]; // model-view-projection matrix float t; glGetFloatv( GL_PROJECTION_MATRIX, p ); glGetFloatv( GL_MODELVIEW_MATRIX, mv ); // // Concatenate the projection matrix and the model-view matrix to produce // a combined model-view-projection matrix. // mvp[ 0] = mv[ 0] * p[ 0] + mv[ 1] * p[ 4] + mv[ 2] * p[ 8] + mv[ 3] * p[12]; mvp[ 1] = mv[ 0] * p[ 1] + mv[ 1] * p[ 5] + mv[ 2] * p[ 9] + mv[ 3] * p[13]; mvp[ 2] = mv[ 0] * p[ 2] + mv[ 1] * p[ 6] + mv[ 2] * p[10] + mv[ 3] * p[14]; mvp[ 3] = mv[ 0] * p[ 3] + mv[ 1] * p[ 7] + mv[ 2] * p[11] + mv[ 3] * p[15]; mvp[ 4] = mv[ 4] * p[ 0] + mv[ 5] * p[ 4] + mv[ 6] * p[ 8] + mv[ 7] * p[12]; mvp[ 5] = mv[ 4] * p[ 1] + mv[ 5] * p[ 5] + mv[ 6] * p[ 9] + mv[ 7] * p[13]; mvp[ 6] = mv[ 4] * p[ 2] + mv[ 5] * p[ 6] + mv[ 6] * p[10] + mv[ 7] * p[14]; mvp[ 7] = mv[ 4] * p[ 3] + mv[ 5] * p[ 7] + mv[ 6] * p[11] + mv[ 7] * p[15]; mvp[ 8] = mv[ 8] * p[ 0] + mv[ 9] * p[ 4] + mv[10] * p[ 8] + mv[11] * p[12]; mvp[ 9] = mv[ 8] * p[ 1] + mv[ 9] * p[ 5] + mv[10] * p[ 9] + mv[11] * p[13]; mvp[10] = mv[ 8] * p[ 2] + mv[ 9] * p[ 6] + mv[10] * p[10] + mv[11] * p[14]; mvp[11] = mv[ 8] * p[ 3] + mv[ 9] * p[ 7] + mv[10] * p[11] + mv[11] * p[15]; mvp[12] = mv[12] * p[ 0] + mv[13] * p[ 4] + mv[14] * p[ 8] + mv[15] * p[12]; mvp[13] = mv[12] * p[ 1] + mv[13] * p[ 5] + mv[14] * p[ 9] + mv[15] * p[13]; mvp[14] = mv[12] * p[ 2] + mv[13] * p[ 6] + mv[14] * p[10] + mv[15] * p[14]; mvp[15] = mv[12] * p[ 3] + mv[13] * p[ 7] + mv[14] * p[11] + mv[15] * p[15]; // // Extract the frustum's right clipping plane and normalize it. // g_frustumPlanes[0][0] = mvp[ 3] - mvp[ 0]; g_frustumPlanes[0][1] = mvp[ 7] - mvp[ 4]; g_frustumPlanes[0][2] = mvp[11] - mvp[ 8]; g_frustumPlanes[0][3] = mvp[15] - mvp[12]; t = (float) sqrt( g_frustumPlanes[0][0] * g_frustumPlanes[0][0] + g_frustumPlanes[0][1] * g_frustumPlanes[0][1] + g_frustumPlanes[0][2] * g_frustumPlanes[0][2] ); g_frustumPlanes[0][0] /= t; g_frustumPlanes[0][1] /= t; g_frustumPlanes[0][2] /= t; g_frustumPlanes[0][3] /= t; // // Extract the frustum's left clipping plane and normalize it. // g_frustumPlanes[1][0] = mvp[ 3] + mvp[ 0]; g_frustumPlanes[1][1] = mvp[ 7] + mvp[ 4]; g_frustumPlanes[1][2] = mvp[11] + mvp[ 8]; g_frustumPlanes[1][3] = mvp[15] + mvp[12]; t = (float) sqrt( g_frustumPlanes[1][0] * g_frustumPlanes[1][0] + g_frustumPlanes[1][1] * g_frustumPlanes[1][1] + g_frustumPlanes[1][2] * g_frustumPlanes[1][2] ); g_frustumPlanes[1][0] /= t; g_frustumPlanes[1][1] /= t; g_frustumPlanes[1][2] /= t; g_frustumPlanes[1][3] /= t; // // Extract the frustum's bottom clipping plane and normalize it. // g_frustumPlanes[2][0] = mvp[ 3] + mvp[ 1]; g_frustumPlanes[2][1] = mvp[ 7] + mvp[ 5]; g_frustumPlanes[2][2] = mvp[11] + mvp[ 9]; g_frustumPlanes[2][3] = mvp[15] + mvp[13]; t = (float) sqrt( g_frustumPlanes[2][0] * g_frustumPlanes[2][0] + g_frustumPlanes[2][1] * g_frustumPlanes[2][1] + g_frustumPlanes[2][2] * g_frustumPlanes[2][2] ); g_frustumPlanes[2][0] /= t; g_frustumPlanes[2][1] /= t; g_frustumPlanes[2][2] /= t; g_frustumPlanes[2][3] /= t; // // Extract the frustum's top clipping plane and normalize it. // g_frustumPlanes[3][0] = mvp[ 3] - mvp[ 1]; g_frustumPlanes[3][1] = mvp[ 7] - mvp[ 5]; g_frustumPlanes[3][2] = mvp[11] - mvp[ 9]; g_frustumPlanes[3][3] = mvp[15] - mvp[13]; t = (float) sqrt( g_frustumPlanes[3][0] * g_frustumPlanes[3][0] + g_frustumPlanes[3][1] * g_frustumPlanes[3][1] + g_frustumPlanes[3][2] * g_frustumPlanes[3][2] ); g_frustumPlanes[3][0] /= t; g_frustumPlanes[3][1] /= t; g_frustumPlanes[3][2] /= t; g_frustumPlanes[3][3] /= t; // // Extract the frustum's far clipping plane and normalize it. // g_frustumPlanes[4][0] = mvp[ 3] - mvp[ 2]; g_frustumPlanes[4][1] = mvp[ 7] - mvp[ 6]; g_frustumPlanes[4][2] = mvp[11] - mvp[10]; g_frustumPlanes[4][3] = mvp[15] - mvp[14]; t = (float) sqrt( g_frustumPlanes[4][0] * g_frustumPlanes[4][0] + g_frustumPlanes[4][1] * g_frustumPlanes[4][1] + g_frustumPlanes[4][2] * g_frustumPlanes[4][2] ); g_frustumPlanes[4][0] /= t; g_frustumPlanes[4][1] /= t; g_frustumPlanes[4][2] /= t; g_frustumPlanes[4][3] /= t; // // Extract the frustum's near clipping plane and normalize it. // g_frustumPlanes[5][0] = mvp[ 3] + mvp[ 2]; g_frustumPlanes[5][1] = mvp[ 7] + mvp[ 6]; g_frustumPlanes[5][2] = mvp[11] + mvp[10]; g_frustumPlanes[5][3] = mvp[15] + mvp[14]; t = (float) sqrt( g_frustumPlanes[5][0] * g_frustumPlanes[5][0] + g_frustumPlanes[5][1] * g_frustumPlanes[5][1] + g_frustumPlanes[5][2] * g_frustumPlanes[5][2] ); g_frustumPlanes[5][0] /= t; g_frustumPlanes[5][1] /= t; g_frustumPlanes[5][2] /= t; g_frustumPlanes[5][3] /= t;} 球形包围盒判断 bool isBoundingSphereInFrustum( float x, float y, float z, float fRadius ) ... { for( int i = 0; i < 6; ++i ) ...{ if( g_frustumPlanes[i][0] * x + g_frustumPlanes[i][1] * y + g_frustumPlanes[i][2] * z + g_frustumPlanes[i][3] <= -fRadius ) return false; } return true;}