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frustum
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@ -7,7 +7,7 @@
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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::{Vec3, Vec4, Vec4Swizzles};
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use glam::{Vec3A, Vec4, Mat3A, vec3a};
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use super::Camera;
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@ -21,12 +21,14 @@ enum FrustumPlane {
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Near,
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Far,
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}
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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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planes: [Vec4; PLANE_COUNT],
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crosses: [Vec3; PLANE_COMBINATIONS],
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points: [Vec3A; POINT_COUNT]
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}
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impl Frustum {
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pub fn compute(camera: &Camera) -> Self {
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@ -44,23 +46,49 @@ impl Frustum {
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//compute crosses
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let crosses = [
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planes[FrustumPlane::Left as usize].xyz().cross(planes[FrustumPlane::Right as usize].xyz()),
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planes[FrustumPlane::Left as usize].xyz().cross(planes[FrustumPlane::Bottom as usize].xyz()),
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planes[FrustumPlane::Left as usize].xyz().cross(planes[FrustumPlane::Top as usize].xyz()),
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planes[FrustumPlane::Left as usize].xyz().cross(planes[FrustumPlane::Near as usize].xyz()),
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planes[FrustumPlane::Left as usize].xyz().cross(planes[FrustumPlane::Far as usize].xyz()),
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planes[FrustumPlane::Right as usize].xyz().cross(planes[FrustumPlane::Bottom as usize].xyz()),
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planes[FrustumPlane::Right as usize].xyz().cross(planes[FrustumPlane::Top as usize].xyz()),
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planes[FrustumPlane::Right as usize].xyz().cross(planes[FrustumPlane::Near as usize].xyz()),
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planes[FrustumPlane::Right as usize].xyz().cross(planes[FrustumPlane::Far as usize].xyz()),
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planes[FrustumPlane::Bottom as usize].xyz().cross(planes[FrustumPlane::Top as usize].xyz()),
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planes[FrustumPlane::Bottom as usize].xyz().cross(planes[FrustumPlane::Near as usize].xyz()),
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planes[FrustumPlane::Bottom as usize].xyz().cross(planes[FrustumPlane::Far as usize].xyz()),
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planes[FrustumPlane::Top as usize].xyz().cross(planes[FrustumPlane::Near as usize].xyz()),
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planes[FrustumPlane::Top as usize].xyz().cross(planes[FrustumPlane::Far as usize].xyz()),
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planes[FrustumPlane::Near as usize].xyz().cross(planes[FrustumPlane::Far as usize].xyz()),
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Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Right as usize].into()),
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Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Bottom as usize].into()),
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Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Top as usize].into()),
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Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Near as usize].into()),
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Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Far as usize].into()),
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Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Bottom as usize].into()),
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Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Top as usize].into()),
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Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Near as usize].into()),
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Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Far as usize].into()),
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Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Top as usize].into()),
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Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Near as usize].into()),
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Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Far as usize].into()),
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Vec3A::from(planes[FrustumPlane::Top as usize]).cross(planes[FrustumPlane::Near as usize].into()),
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Vec3A::from(planes[FrustumPlane::Top as usize]).cross(planes[FrustumPlane::Far as usize].into()),
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Vec3A::from(planes[FrustumPlane::Near as usize]).cross(planes[FrustumPlane::Far as usize].into()),
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];
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Self { planes, crosses }
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//compute points
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let points = [
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intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
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intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
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];
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Self { planes, points }
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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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}
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fn intersection<const A: usize, const B: usize, const C: usize>(planes: &[Vec4; PLANE_COUNT], crosses: &[Vec3A; PLANE_COMBINATIONS]) -> Vec3A {
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let d = Vec3A::from(planes[A]).dot(crosses[ij2k::<B, C>()]);
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let res = Mat3A::from_cols(
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crosses[ij2k::<B, C>()],
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crosses[ij2k::<A, C>()],
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crosses[ij2k::<A, B>()],
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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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