X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgeometry.cpp;h=cd28bab4453836489e20531cb60ad39223ca4f94;hb=4485397da18a25dfd1a51e864814887b66ba0f2e;hp=df48ad3deac2c440f66d89f8fb69e69aac1e9b88;hpb=8881c507009521d08648560984c0f50166224542;p=blank.git diff --git a/src/geometry.cpp b/src/geometry.cpp index df48ad3..cd28bab 100644 --- a/src/geometry.cpp +++ b/src/geometry.cpp @@ -13,117 +13,94 @@ bool Intersection( glm::vec3 *normal ) { float t_min = 0.0f; - float t_max = 1.0e5f; + float t_max = std::numeric_limits::infinity(); const glm::vec3 aabb_pos(M[3].x, M[3].y, M[3].z); const glm::vec3 delta = aabb_pos - ray.orig; glm::vec3 t1(t_min, t_min, t_min), t2(t_max, t_max, t_max); - bool x_swap = false, y_swap = false, z_swap = false; - { // X - const glm::vec3 xaxis(M[0].x, M[0].y, M[0].z); - const float e = glm::dot(xaxis, delta); - const float f = glm::dot(ray.dir, xaxis); + for (int i = 0; i < 3; ++i) { + const glm::vec3 axis(M[i].x, M[i].y, M[i].z); + const float e = glm::dot(axis, delta); + const float f = glm::dot(axis, ray.dir); if (std::abs(f) > std::numeric_limits::epsilon()) { - t1.x = (e + aabb.min.x) / f; - t2.x = (e + aabb.max.x) / f; + t1[i] = (e + aabb.min[i]) / f; + t2[i] = (e + aabb.max[i]) / f; - if (t1.x > t2.x) { - std::swap(t1.x, t2.x); - x_swap = true; - } - if (t1.x > t_min) { - t_min = t1.x; - } - if (t2.x < t_max) { - t_max = t2.x; - } - if (t_max < t_min) { - return false; - } - } else { - if (aabb.min.x - e > 0.0f || aabb.max.x < 0.0f) { - return false; - } - } - } - - { // Y - const glm::vec3 yaxis(M[1].x, M[1].y, M[1].z); - const float e = glm::dot(yaxis, delta); - const float f = glm::dot(ray.dir, yaxis); + t_min = std::max(t_min, std::min(t1[i], t2[i])); + t_max = std::min(t_max, std::max(t1[i], t2[i])); - if (std::abs(f) > std::numeric_limits::epsilon()) { - t1.y = (e + aabb.min.y) / f; - t2.y = (e + aabb.max.y) / f; - - if (t1.y > t2.y) { - std::swap(t1.y, t2.y); - y_swap = true; - } - if (t1.y > t_min) { - t_min = t1.y; - } - if (t2.y < t_max) { - t_max = t2.y; - } if (t_max < t_min) { return false; } } else { - if (aabb.min.y - e > 0.0f || aabb.max.y < 0.0f) { + if (aabb.min[i] - e < 0.0f || -aabb.max[i] - e > 0.0f) { return false; } } } - { // Z - const glm::vec3 zaxis(M[2].x, M[2].y, M[2].z); - const float e = glm::dot(zaxis, delta); - const float f = glm::dot(ray.dir, zaxis); - - if (std::abs(f) > std::numeric_limits::epsilon()) { - t1.z = (e + aabb.min.z) / f; - t2.z = (e + aabb.max.z) / f; - - if (t1.z > t2.z) { - std::swap(t1.z, t2.z); - z_swap = true; - } - if (t1.z > t_min) { - t_min = t1.z; - } - if (t2.z < t_max) { - t_max = t2.z; - } - if (t_max < t_min) { - return false; - } - } else { - if (aabb.min.z - e > 0.0f || aabb.max.z < 0.0f) { - return false; - } - } - } + glm::vec3 min_all(min(t1, t2)); if (dist) { *dist = t_min; } if (normal) { - if (t1.x > t1.y) { - if (t1.x > t1.z) { - *normal = glm::vec3(x_swap ? 1 : -1, 0, 0); + glm::vec4 norm(0.0f); + if (min_all.x > min_all.y) { + if (min_all.x > min_all.z) { + norm.x = t2.x < t1.x ? 1 : -1; } else { - *normal = glm::vec3(0, 0, z_swap ? 1 : -1); + norm.z = t2.z < t1.z ? 1 : -1; } - } else if (t1.y > t1.z) { - *normal = glm::vec3(0, y_swap ? 1 : -1, 0); + } else if (min_all.y > min_all.z) { + norm.y = t2.y < t1.y ? 1 : -1; } else { - *normal = glm::vec3(0, 0, z_swap ? 1 : -1); + norm.z = t2.z < t1.z ? 1 : -1; } + norm = M * norm; + *normal = glm::vec3(norm); } return true; } +bool CullTest(const AABB &box, const glm::mat4 &MVP) { + // transform corners into clip space + glm::vec4 corners[8] = { + { box.min.x, box.min.y, box.min.z, 1.0f }, + { box.min.x, box.min.y, box.max.z, 1.0f }, + { box.min.x, box.max.y, box.min.z, 1.0f }, + { box.min.x, box.max.y, box.max.z, 1.0f }, + { box.max.x, box.min.y, box.min.z, 1.0f }, + { box.max.x, box.min.y, box.max.z, 1.0f }, + { box.max.x, box.max.y, box.min.z, 1.0f }, + { box.max.x, box.max.y, box.max.z, 1.0f }, + }; + for (glm::vec4 &corner : corners) { + corner = MVP * corner; + 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]; + } + + // if all corners are outside any given clip plane, the test is true + for (int hit : hits) { + if (hit == 8) return true; + } + + // otherwise the box might still get culled completely, but can't say for sure ;) + return false; +} + }