X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgeometry%2Fgeometry.cpp;h=7798d33e949362ede44727f75402832e87a286ae;hb=69a4ba4fa3e4694887087ab6dddc784a593d2b03;hp=090f78730474f38f0a1c8888cc0f724ad6988128;hpb=f5de855fbd4bf5b0df1cad950cbe9069e41369ca;p=blank.git diff --git a/src/geometry/geometry.cpp b/src/geometry/geometry.cpp index 090f787..7798d33 100644 --- a/src/geometry/geometry.cpp +++ b/src/geometry/geometry.cpp @@ -134,15 +134,15 @@ bool Intersection( glm::vec3(b_m[0]), glm::vec3(b_m[1]), glm::vec3(b_m[2]), - cross(glm::vec3(a_m[0]), glm::vec3(b_m[0])), - cross(glm::vec3(a_m[0]), glm::vec3(b_m[1])), - cross(glm::vec3(a_m[0]), glm::vec3(b_m[2])), - cross(glm::vec3(a_m[1]), glm::vec3(b_m[0])), - cross(glm::vec3(a_m[1]), glm::vec3(b_m[1])), - cross(glm::vec3(a_m[1]), glm::vec3(b_m[2])), - cross(glm::vec3(a_m[2]), glm::vec3(b_m[0])), - cross(glm::vec3(a_m[2]), glm::vec3(b_m[1])), - cross(glm::vec3(a_m[2]), glm::vec3(b_m[2])), + normalize(cross(glm::vec3(a_m[0]), glm::vec3(b_m[0]))), + normalize(cross(glm::vec3(a_m[0]), glm::vec3(b_m[1]))), + normalize(cross(glm::vec3(a_m[0]), glm::vec3(b_m[2]))), + normalize(cross(glm::vec3(a_m[1]), glm::vec3(b_m[0]))), + normalize(cross(glm::vec3(a_m[1]), glm::vec3(b_m[1]))), + normalize(cross(glm::vec3(a_m[1]), glm::vec3(b_m[2]))), + normalize(cross(glm::vec3(a_m[2]), glm::vec3(b_m[0]))), + normalize(cross(glm::vec3(a_m[2]), glm::vec3(b_m[1]))), + normalize(cross(glm::vec3(a_m[2]), glm::vec3(b_m[2]))), }; depth = std::numeric_limits::infinity(); @@ -150,8 +150,9 @@ bool Intersection( int cur_axis = 0; for (const glm::vec3 &axis : axes) { - if (iszero(axis)) { + if (any(isnan(axis))) { // can result from the cross products if A and B have parallel axes + ++cur_axis; continue; } float a_min = std::numeric_limits::infinity(); @@ -198,21 +199,19 @@ bool CullTest(const AABB &box, const glm::mat4 &MVP) noexcept { { box.max.x, box.max.y, box.min.z, 1.0f }, { box.max.x, box.max.y, box.max.z, 1.0f }, }; + + // check how many corners lie outside + int hits[6] = { 0, 0, 0, 0, 0, 0 }; for (glm::vec4 &corner : corners) { corner = MVP * corner; + // replacing this with *= 1/w is effectively more expensive corner /= corner.w; - } - - int hits[6] = { 0, 0, 0, 0, 0, 0 }; - - // check how many corners lie outside - for (const glm::vec4 &corner : corners) { - if (corner.x > 1.0f) ++hits[0]; - if (corner.x < -1.0f) ++hits[1]; - if (corner.y > 1.0f) ++hits[2]; - if (corner.y < -1.0f) ++hits[3]; - if (corner.z > 1.0f) ++hits[4]; - if (corner.z < -1.0f) ++hits[5]; + hits[0] += (corner.x > 1.0f); + hits[1] += (corner.x < -1.0f); + hits[2] += (corner.y > 1.0f); + hits[3] += (corner.y < -1.0f); + hits[4] += (corner.z > 1.0f); + hits[5] += (corner.z < -1.0f); } // if all corners are outside any given clip plane, the test is true