bgfx/examples/41-tess/fcull.sh
DanielGavin caccb56707 example 41-tess (#1821)
* new example

new tess example

* renaming

Rename clock to counter...

* clean

Remove comments

* clean up

removed vector and const char* path

* ups

Removing compiled shaders...
2019-07-20 17:04:35 -07:00

79 lines
2.2 KiB
Bash

//////////////////////////////////////////////////////////////////////////////
//
// Frustum Culling API
//
bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax);
//
//
//// end header file /////////////////////////////////////////////////////
// *****************************************************************************
// Frustum Implementation
struct Frustum {
vec4 planes[6];
};
/**
* Extract Frustum Planes from MVP Matrix
*
* Based on "Fast Extraction of Viewing Frustum Planes from the World-
* View-Projection Matrix", by Gil Gribb and Klaus Hartmann.
* This procedure computes the planes of the frustum and normalizes
* them.
*/
void loadFrustum(out Frustum f, mat4 mvp)
{
for (int i = 0; i < 3; ++i)
for (int j = 0; j < 2; ++j) {
f.planes[i*2+j].x = mtxGetElement(mvp, 0, 3) + (j == 0 ? mtxGetElement(mvp, 0, i) : -mtxGetElement(mvp, 0, i));
f.planes[i*2+j].y = mtxGetElement(mvp, 1, 3) + (j == 0 ? mtxGetElement(mvp, 1, i) : -mtxGetElement(mvp, 1, i));
f.planes[i*2+j].z = mtxGetElement(mvp, 2, 3) + (j == 0 ? mtxGetElement(mvp, 2, i) : -mtxGetElement(mvp, 2, i));
f.planes[i*2+j].w = mtxGetElement(mvp, 3, 3) + (j == 0 ? mtxGetElement(mvp, 3, i) : -mtxGetElement(mvp, 3, i));
f.planes[i*2+j]*= length(f.planes[i*2+j].xyz);
}
}
/**
* Negative Vertex of an AABB
*
* This procedure computes the negative vertex of an AABB
* given a normal.
* See the View Frustum Culling tutorial @ LightHouse3D.com
* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
*/
vec3 negativeVertex(vec3 bmin, vec3 bmax, vec3 n)
{
bvec3 b = greaterThan(n, vec3(0.0, 0.0, 0.0));
return mix(bmin, bmax, b);
}
/**
* Frustum-AABB Culling Test
*
* This procedure returns true if the AABB is either inside, or in
* intersection with the frustum, and false otherwise.
* The test is based on the View Frustum Culling tutorial @ LightHouse3D.com
* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
*/
bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax)
{
float a = 1.0f;
Frustum f;
loadFrustum(f, mvp);
for (int i = 0; i < 6 && a >= 0.0f; ++i) {
vec3 n = negativeVertex(bmin, bmax, f.planes[i].xyz);
a = dot(vec4(n, 1.0f), f.planes[i]);
}
return (a >= 0.0);
}