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74 lines
2.4 KiB
C
74 lines
2.4 KiB
C
#ifndef H_FRUSTUM
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#define H_FRUSTUM
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#include "utils.h"
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#define MAX_CLIP_PLANES 16
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struct Frustum {
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vec3 pos;
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vec4 planes[MAX_CLIP_PLANES * 2]; // + buffer for OBB visibility test
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int start, count;
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void calcPlanes(const mat4 &m) {
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start = 0;
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count = 5;
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planes[0] = vec4(m.e30 - m.e20, m.e31 - m.e21, m.e32 - m.e22, m.e33 - m.e23); // near
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planes[1] = vec4(m.e30 - m.e10, m.e31 - m.e11, m.e32 - m.e12, m.e33 - m.e13); // top
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planes[2] = vec4(m.e30 - m.e00, m.e31 - m.e01, m.e32 - m.e02, m.e33 - m.e03); // right
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planes[3] = vec4(m.e30 + m.e10, m.e31 + m.e11, m.e32 + m.e12, m.e33 + m.e13); // bottom
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planes[4] = vec4(m.e30 + m.e00, m.e31 + m.e01, m.e32 + m.e02, m.e33 + m.e03); // left
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for (int i = 0; i < count; i++)
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planes[i] *= 1.0f / planes[i].xyz().length();
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}
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// AABB visibility check
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bool isVisible(const vec3 &min, const vec3 &max) const {
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if (count < 4) return false;
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for (int i = start; i < start + count; i++) {
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const vec3 &n = planes[i].xyz();
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const float d = -planes[i].w;
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if (n.dot(max) < d &&
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n.dot(min) < d &&
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n.dot(vec3(min.x, max.y, max.z)) < d &&
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n.dot(vec3(max.x, min.y, max.z)) < d &&
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n.dot(vec3(min.x, min.y, max.z)) < d &&
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n.dot(vec3(max.x, max.y, min.z)) < d &&
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n.dot(vec3(min.x, max.y, min.z)) < d &&
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n.dot(vec3(max.x, min.y, min.z)) < d)
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return false;
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}
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return true;
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}
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// OBB visibility check
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bool isVisible(const mat4 &matrix, const vec3 &min, const vec3 &max) {
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start = count;
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// transform clip planes (relative)
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mat4 m = matrix.inverseOrtho();
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for (int i = 0; i < count; i++) {
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vec4 &p = planes[i];
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vec4 o = m * vec4(p.xyz() * (-p.w), 1.0f);
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vec4 n = m * vec4(p.xyz(), 0.0f);
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planes[start + i] = vec4(n.xyz(), -n.xyz().dot(o.xyz()));
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}
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bool visible = isVisible(min, max);
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start = 0;
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return visible;
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}
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// Sphere visibility check
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bool isVisible(const vec3 ¢er, float radius) {
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if (count < 4) return false;
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for (int i = 0; i < count; i++)
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if (planes[i].xyz().dot(center) + planes[i].w < -radius)
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return false;
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return true;
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}
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};
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#endif |