This commit is contained in:
Бранимир Караџић 2019-01-03 15:16:29 -08:00
parent e28e458173
commit 7b3e5f84d6
3 changed files with 36 additions and 58 deletions

View File

@ -2471,34 +2471,24 @@ public:
// Compute frustum corners for one split in world space.
worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
float min[3] = { 9000.0f, 9000.0f, 9000.0f };
float max[3] = { -9000.0f, -9000.0f, -9000.0f };
bx::Vec3 min = { 9000.0f, 9000.0f, 9000.0f };
bx::Vec3 max = { -9000.0f, -9000.0f, -9000.0f };
for (uint8_t jj = 0; jj < numCorners; ++jj)
{
// Transform to light space.
float lightSpaceFrustumCorner[3];
bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
const bx::Vec3 xyz = bx::mul(bx::load<bx::Vec3>(frustumCorners[ii][jj]), lightView[0]);
// Update bounding box.
min[0] = bx::min(min[0], lightSpaceFrustumCorner[0]);
max[0] = bx::max(max[0], lightSpaceFrustumCorner[0]);
min[1] = bx::min(min[1], lightSpaceFrustumCorner[1]);
max[1] = bx::max(max[1], lightSpaceFrustumCorner[1]);
min[2] = bx::min(min[2], lightSpaceFrustumCorner[2]);
max[2] = bx::max(max[2], lightSpaceFrustumCorner[2]);
min = bx::min(min, xyz);
max = bx::max(max, xyz);
}
float minproj[3];
float maxproj[3];
bx::vec3MulMtxH(minproj, min, mtxProj);
bx::vec3MulMtxH(maxproj, max, mtxProj);
const bx::Vec3 minproj = bx::mulH(min, mtxProj);
const bx::Vec3 maxproj = bx::mulH(max, mtxProj);
float offsetx, offsety;
float scalex, scaley;
scalex = 2.0f / (maxproj[0] - minproj[0]);
scaley = 2.0f / (maxproj[1] - minproj[1]);
float scalex = 2.0f / (maxproj.x - minproj.x);
float scaley = 2.0f / (maxproj.y - minproj.y);
if (m_settings.m_stabilize)
{
@ -2507,8 +2497,8 @@ public:
scaley = quantizer / bx::ceil(quantizer / scaley);
}
offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
float offsetx = 0.5f * (maxproj.x + minproj.x) * scalex;
float offsety = 0.5f * (maxproj.y + minproj.y) * scaley;
if (m_settings.m_stabilize)
{

View File

@ -561,7 +561,7 @@ public:
Aabb aabb;
toAabb(aabb, lightPosRadius);
float box[8][3] =
const bx::Vec3 box[8] =
{
{ aabb.m_min.x, aabb.m_min.y, aabb.m_min.z },
{ aabb.m_min.x, aabb.m_min.y, aabb.m_max.z },
@ -573,31 +573,24 @@ public:
{ aabb.m_max.x, aabb.m_max.y, aabb.m_max.z },
};
float xyz[3];
bx::vec3MulMtxH(xyz, box[0], vp);
float minx = xyz[0];
float miny = xyz[1];
float maxx = xyz[0];
float maxy = xyz[1];
float maxz = xyz[2];
bx::Vec3 xyz = bx::mulH(box[0], vp);
bx::Vec3 min = xyz;
bx::Vec3 max = xyz;
for (uint32_t ii = 1; ii < 8; ++ii)
{
bx::vec3MulMtxH(xyz, box[ii], vp);
minx = bx::min(minx, xyz[0]);
miny = bx::min(miny, xyz[1]);
maxx = bx::max(maxx, xyz[0]);
maxy = bx::max(maxy, xyz[1]);
maxz = bx::max(maxz, xyz[2]);
xyz = bx::mulH(box[ii], vp);
min = bx::min(min, xyz);
max = bx::max(max, xyz);
}
// Cull light if it's fully behind camera.
if (maxz >= 0.0f)
if (max.z >= 0.0f)
{
float x0 = bx::clamp( (minx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
float y0 = bx::clamp( (miny * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
float x1 = bx::clamp( (maxx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
float y1 = bx::clamp( (maxy * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
const float x0 = bx::clamp( (min.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
const float y0 = bx::clamp( (min.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
const float x1 = bx::clamp( (max.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
const float y1 = bx::clamp( (max.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
if (m_showScissorRects)
{

View File

@ -268,17 +268,12 @@ public:
float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
float pickEye[3];
float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
float pickAt[3];
float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
const bx::Vec3 pickEye = bx::mulH({ mouseXNDC, mouseYNDC, 0.0f }, invViewProj);
const bx::Vec3 pickAt = bx::mulH({ mouseXNDC, mouseYNDC, 1.0f }, invViewProj);
// Look at our unprojected point
float pickView[16];
bx::mtxLookAt(pickView, bx::load<bx::Vec3>(pickEye), bx::load<bx::Vec3>(pickAt) );
bx::mtxLookAt(pickView, pickEye, pickAt);
// Tight FOV is best for picking
float pickProj[16];