X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmodel%2Fgeometry.cpp;fp=src%2Fmodel%2Fgeometry.cpp;h=416d930c4f68d0c24a0f690851264b98556b855b;hb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;hp=0000000000000000000000000000000000000000;hpb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;p=blank.git diff --git a/src/model/geometry.cpp b/src/model/geometry.cpp new file mode 100644 index 0000000..416d930 --- /dev/null +++ b/src/model/geometry.cpp @@ -0,0 +1,106 @@ +#include "geometry.hpp" + +#include + + +namespace blank { + +bool Intersection( + const Ray &ray, + const AABB &aabb, + const glm::mat4 &M, + float *dist, + glm::vec3 *normal +) noexcept { + float t_min = 0.0f; + 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); + + 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[i] = (e + aabb.min[i]) / f; + t2[i] = (e + aabb.max[i]) / f; + + 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 (t_max < t_min) { + return false; + } + } else { + if (aabb.min[i] - e < 0.0f || -aabb.max[i] - e > 0.0f) { + return false; + } + } + } + + glm::vec3 min_all(min(t1, t2)); + + if (dist) { + *dist = t_min; + } + if (normal) { + 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 { + norm.z = t2.z < t1.z ? 1 : -1; + } + } else if (min_all.y > min_all.z) { + norm.y = t2.y < t1.y ? 1 : -1; + } else { + 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) noexcept { + // 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; +} + +}