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Draw: Cleanup the GLSL intersection code

This commit is contained in:
2023-01-13 17:51:54 +01:00
parent 693dffb7b7
commit 2da005902f
2 changed files with 124 additions and 252 deletions

View File

@@ -123,312 +123,138 @@ IsectFrustum isect_data_setup(Frustum shape)
/** \} */
/* ---------------------------------------------------------------------- */
/** \name View Intersection functions.
* \{ */
bool intersect_view(Pyramid pyramid)
{
bool intersects = true;
/* Do Pyramid vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 5; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Pyramid planes. */
IsectPyramid i_pyramid = isect_data_setup(pyramid);
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(Box box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(IsectBox i_box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(i_box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(Sphere sphere)
{
bool intersects = true;
for (int p = 0; p < 6 && intersects; ++p) {
float dist_to_plane = dot(drw_view_culling.planes[p], vec4(sphere.center, 1.0));
if (dist_to_plane < -sphere.radius) {
intersects = false;
}
}
/* TODO reject false positive. */
return intersects;
}
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Shape vs. Shape Intersection functions.
* \{ */
bool intersect(IsectPyramid i_pyramid, Box box)
bool intersect(IsectPyramid i_pyramid, IsectBox i_box)
{
bool intersects = true;
/* Do Box vertices vs Pyramid planes. */
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
bool separating_axis = true;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
float signed_distance = point_plane_projection_dist(i_box.corners[v], i_pyramid.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
if (separating_axis) {
return false;
}
}
if (!intersects) {
return intersects;
}
/* Now do Pyramid vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
bool separating_axis = true;
for (int v = 0; v < 5; ++v) {
float test = dot(i_box.planes[p], vec4(i_pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
float signed_distance = point_plane_projection_dist(i_pyramid.corners[v], i_box.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
if (separating_axis) {
return false;
}
}
return intersects;
return true;
}
bool intersect(IsectPyramid i_pyramid, Box box)
{
return intersect(i_pyramid, isect_data_setup(box));
}
bool intersect(IsectFrustum i_frustum, Pyramid pyramid)
{
bool intersects = true;
/* Do Pyramid vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
bool separating_axis = true;
for (int v = 0; v < 5; ++v) {
float test = dot(i_frustum.planes[p], vec4(pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
float signed_distance = point_plane_projection_dist(pyramid.corners[v], i_frustum.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
if (separating_axis) {
return false;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Pyramid planes. */
IsectPyramid i_pyramid = isect_data_setup(pyramid);
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
bool separating_axis = true;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
float signed_distance = point_plane_projection_dist(i_frustum.corners[v].xyz,
i_pyramid.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
if (separating_axis) {
return false;
}
}
return intersects;
return true;
}
bool intersect(IsectFrustum i_frustum, IsectBox i_box)
{
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool separating_axis = true;
for (int v = 0; v < 8; ++v) {
float signed_distance = point_plane_projection_dist(i_box.corners[v], i_frustum.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
if (separating_axis) {
return false;
}
}
/* Now do Frustum vertices vs Box planes. */
for (int p = 0; p < 6; ++p) {
bool separating_axis = true;
for (int v = 0; v < 8; ++v) {
float signed_distance = point_plane_projection_dist(i_frustum.corners[v].xyz,
i_box.planes[p]);
if (signed_distance <= 0.0) {
separating_axis = false;
break;
}
}
if (separating_axis) {
return false;
}
}
return true;
}
bool intersect(IsectFrustum i_frustum, Box box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_frustum.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
return intersect(i_frustum, isect_data_setup(box));
}
bool intersect(IsectFrustum i_frustum, Sphere sphere)
{
bool intersects = true;
for (int p = 0; p < 6; ++p) {
float dist_to_plane = dot(i_frustum.planes[p], vec4(sphere.center, 1.0));
if (dist_to_plane < -sphere.radius) {
intersects = false;
break;
float signed_distance = point_plane_projection_dist(sphere.center, i_frustum.planes[p]);
if (signed_distance > sphere.radius) {
return false;
}
}
return intersects;
return true;
}
bool intersect(Cone cone, Sphere sphere)
@@ -454,7 +280,7 @@ bool intersect(Cone cone, Sphere sphere)
* only in the monotonic region [0 .. M_PI / 2]. This saves costly acos() calls. */
bool intersects = (cone_sphere_center_cos >= cone_sphere_angle_sum_cos);
return intersects;
return true;
}
bool intersect(Circle circle_a, Circle circle_b)
@@ -464,3 +290,41 @@ bool intersect(Circle circle_a, Circle circle_b)
}
/** \} */
/* ---------------------------------------------------------------------- */
/** \name View Intersection functions.
* \{ */
IsectFrustum IsectFrustum_from_view()
{
IsectFrustum result;
for (int i = 0; i < 8; i++) {
result.corners[i] = drw_view_culling.corners[i].xyz;
}
for (int i = 0; i < 6; i++) {
result.planes[i] = drw_view_culling.planes[i];
}
return result;
}
bool intersect_view(Pyramid pyramid)
{
return intersect(IsectFrustum_from_view(), pyramid);
}
bool intersect_view(Box box)
{
return intersect(IsectFrustum_from_view(), box);
}
bool intersect_view(IsectBox i_box)
{
return intersect(IsectFrustum_from_view(), i_box);
}
bool intersect_view(Sphere sphere)
{
return intersect(IsectFrustum_from_view(), sphere);
}
/** \} */

View File

@@ -5,6 +5,9 @@
/** \name Math intersection & projection functions.
* \{ */
/* WARNING: For legacy reasons,
* planes in Blender are represented with the projection component (w) flipped. */
vec4 plane_from_quad(vec3 v0, vec3 v1, vec3 v2, vec3 v3)
{
vec3 nor = normalize(cross(v2 - v1, v0 - v1) + cross(v0 - v3, v2 - v3));
@@ -17,6 +20,11 @@ vec4 plane_from_tri(vec3 v0, vec3 v1, vec3 v2)
return vec4(nor, -dot(nor, v2));
}
float point_plane_projection_dist(vec3 point, vec4 plane)
{
return -dot(vec4(point, 1), plane);
}
float point_plane_projection_dist(vec3 line_origin, vec3 plane_origin, vec3 plane_normal)
{
return dot(plane_normal, plane_origin - line_origin);