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frustum culling impl
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@ -6,11 +6,13 @@ mod matrices;
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mod frustum;
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use matrices::update_matrices;
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use frustum::{Frustum, update_frustum};
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#[derive(Component)]
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pub struct Camera {
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pub view_matrix: Mat4,
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pub perspective_matrix: Mat4,
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pub frustum: Frustum,
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pub up: Vec3,
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pub fov: f32,
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pub z_near: f32,
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@ -20,8 +22,10 @@ impl Camera {
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pub fn new(fov: f32, z_near: f32, z_far: f32, up: Vec3) -> Self {
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Self {
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fov, z_near, z_far, up,
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//TODO maybe separate this?
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perspective_matrix: Mat4::default(),
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view_matrix: Mat4::default(),
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frustum: Frustum::default(),
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}
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}
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}
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@ -34,5 +38,6 @@ impl Default for Camera {
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pub fn compute_cameras() -> Workload {
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(
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update_matrices,
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update_frustum,
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).into_workload()
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}
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@ -7,11 +7,10 @@
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// [ http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm ]
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// three layers of stolen code, yay!
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use glam::{Vec3A, Vec4, Mat3A, vec3a};
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use glam::{Vec3A, Vec4, Mat3A, vec3a, Vec3, vec4};
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use shipyard::{ViewMut, IntoIter};
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use super::Camera;
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#[repr(usize)]
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enum FrustumPlane {
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Left,
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@ -26,7 +25,8 @@ const PLANE_COUNT: usize = 6;
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const PLANE_COMBINATIONS: usize = PLANE_COUNT * (PLANE_COUNT - 1) / 2;
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const POINT_COUNT: usize = 8;
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struct Frustum {
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#[derive(Default)]
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pub struct Frustum {
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planes: [Vec4; PLANE_COUNT],
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points: [Vec3A; POINT_COUNT]
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}
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@ -77,8 +77,59 @@ impl Frustum {
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Self { planes, points }
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}
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}
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//this may be broken
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pub fn intersect_box(&self, minp: Vec3, maxp: Vec3) -> bool {
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// check box outside/inside of frustum
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for i in 0..PLANE_COUNT {
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if self.planes[i].dot(vec4(minp.x, minp.y, minp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(maxp.x, minp.y, minp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(minp.x, maxp.y, minp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(maxp.x, maxp.y, minp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(minp.x, minp.y, maxp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(maxp.x, minp.y, maxp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(minp.x, maxp.y, maxp.z, 1.)) < 0. &&
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self.planes[i].dot(vec4(maxp.x, maxp.y, maxp.z, 1.)) < 0.
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{
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return false
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}
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}
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// check frustum outside/inside box
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].x > maxp.x) as u8;
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if out == 8 { return false }
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}
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].x < minp.x) as u8;
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if out == 8 { return false }
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}
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].y > maxp.y) as u8;
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if out == 8 { return false }
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}
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].y < minp.y) as u8;
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if out == 8 { return false }
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}
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].z > maxp.z) as u8;
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if out == 8 { return false }
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}
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let mut out: u8 = 0;
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for i in 0..POINT_COUNT {
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out += (self.points[i].z < minp.z) as u8;
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if out == 8 { return false }
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}
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true
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}
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}
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const fn ij2k<const I: usize, const J: usize>() -> usize {
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I * (9 - I) / 2 + J - 1
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@ -92,3 +143,11 @@ fn intersection<const A: usize, const B: usize, const C: usize>(planes: &[Vec4;
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) * vec3a(planes[A].w, planes[B].w, planes[C].w);
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res * (-1. / d)
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}
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pub fn update_frustum(
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mut cameras: ViewMut<Camera>,
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) {
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for camera in (&mut cameras).iter() {
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camera.frustum = Frustum::compute(camera);
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}
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}
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