+++ /dev/null
-#include "geometry.hpp"
-
-#include <limits>
-
-
-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<float>::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<float>::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;
-}
-
-}