155 lines
4.2 KiB
C
155 lines
4.2 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglms_frustums_h
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#define cglms_frustums_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../frustum.h"
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#include "plane.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "mat4.h"
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/* you can override clip space coords
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but you have to provide all with same name
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e.g.: define GLM_CSCOORD_LBN {0.0f, 0.0f, 1.0f, 1.0f} */
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#ifndef GLM_CUSTOM_CLIPSPACE
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/* near */
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#define GLMS_CSCOORD_LBN {-1.0f, -1.0f, -1.0f, 1.0f}
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#define GLMS_CSCOORD_LTN {-1.0f, 1.0f, -1.0f, 1.0f}
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#define GLMS_CSCOORD_RTN { 1.0f, 1.0f, -1.0f, 1.0f}
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#define GLMS_CSCOORD_RBN { 1.0f, -1.0f, -1.0f, 1.0f}
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/* far */
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#define GLMS_CSCOORD_LBF {-1.0f, -1.0f, 1.0f, 1.0f}
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#define GLMS_CSCOORD_LTF {-1.0f, 1.0f, 1.0f, 1.0f}
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#define GLMS_CSCOORD_RTF { 1.0f, 1.0f, 1.0f, 1.0f}
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#define GLMS_CSCOORD_RBF { 1.0f, -1.0f, 1.0f, 1.0f}
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#endif
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/*!
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* @brief extracts view frustum planes
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*
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* planes' space:
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* 1- if m = proj: View Space
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* 2- if m = viewProj: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to extract planes in world space so use viewProj as m
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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*
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest extracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glms_frustum_planes(mat4s m, vec4s dest[6]) {
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vec4 rawDest[6];
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glm_frustum_planes(m.raw, rawDest);
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glms_vec4_pack(dest, rawDest, 6);
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}
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/*!
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* @brief extracts view frustum corners using clip-space coordinates
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*
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* corners' space:
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* 1- if m = invViewProj: World Space
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* 2- if m = invMVP: Object Space
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*
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* You probably want to extract corners in world space so use invViewProj
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* Computing invViewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* ...
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* glm_mat4_inv(viewProj, invViewProj);
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*
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* if you have a near coord at i index, you can get it's far coord by i + 4
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*
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* Find center coordinates:
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* for (j = 0; j < 4; j++) {
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* glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
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* }
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*
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* @param[in] invMat matrix (see brief)
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* @param[out] dest exracted view frustum corners (see brief)
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*/
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CGLM_INLINE
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void
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glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
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vec4 rawDest[8];
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glm_frustum_corners(invMat.raw, rawDest);
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glms_vec4_pack(dest, rawDest, 8);
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}
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/*!
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* @brief finds center of view frustum
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*
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* @param[in] corners view frustum corners
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* @returns view frustum center
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*/
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CGLM_INLINE
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vec4s
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glms_frustum_center(vec4s corners[8]) {
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vec4 rawCorners[8];
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vec4s r;
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glms_vec4_unpack(rawCorners, corners, 8);
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glm_frustum_center(rawCorners, r.raw);
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return r;
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}
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/*!
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* @brief finds bounding box of frustum relative to given matrix e.g. view mat
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*
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* @param[in] corners view frustum corners
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* @param[in] m matrix to convert existing conners
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* @param[out] box bounding box as array [min, max]
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*/
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CGLM_INLINE
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void
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glms_frustum_box(vec4s corners[8], mat4s m, vec3s box[2]) {
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vec4 rawCorners[8];
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vec3 rawBox[2];
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glms_vec4_unpack(rawCorners, corners, 8);
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glm_frustum_box(rawCorners, m.raw, rawBox);
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glms_vec3_pack(box, rawBox, 2);
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}
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/*!
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* @brief finds planes corners which is between near and far planes (parallel)
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*
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* this will be helpful if you want to split a frustum e.g. CSM/PSSM. This will
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* find planes' corners but you will need to one more plane.
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* Actually you have it, it is near, far or created previously with this func ;)
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*
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* @param[in] corners view frustum corners
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* @param[in] splitDist split distance
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* @param[in] farDist far distance (zFar)
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* @param[out] planeCorners plane corners [LB, LT, RT, RB]
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*/
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CGLM_INLINE
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void
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glms_frustum_corners_at(vec4s corners[8],
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float splitDist,
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float farDist,
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vec4s planeCorners[4]) {
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vec4 rawCorners[8];
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vec4 rawPlaneCorners[4];
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glms_vec4_unpack(rawCorners, corners, 8);
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glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
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glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
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}
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#endif /* cglms_frustums_h */
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