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* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
67 lines
2.0 KiB
Bash
67 lines
2.0 KiB
Bash
bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax);
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struct Frustum
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{
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vec4 planes[6];
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};
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/**
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* Extract Frustum Planes from MVP Matrix
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*
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* Based on "Fast Extraction of Viewing Frustum Planes from the World-
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* View-Projection Matrix", by Gil Gribb and Klaus Hartmann.
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* This procedure computes the planes of the frustum and normalizes
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* them.
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*/
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void loadFrustum(out Frustum f, mat4 mvp)
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{
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for (int i = 0; i < 3; ++i)
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{
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for (int j = 0; j < 2; ++j)
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{
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f.planes[i*2+j].x = mtxGetElement(mvp, 0, 3) + (j == 0 ? mtxGetElement(mvp, 0, i) : -mtxGetElement(mvp, 0, i));
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f.planes[i*2+j].y = mtxGetElement(mvp, 1, 3) + (j == 0 ? mtxGetElement(mvp, 1, i) : -mtxGetElement(mvp, 1, i));
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f.planes[i*2+j].z = mtxGetElement(mvp, 2, 3) + (j == 0 ? mtxGetElement(mvp, 2, i) : -mtxGetElement(mvp, 2, i));
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f.planes[i*2+j].w = mtxGetElement(mvp, 3, 3) + (j == 0 ? mtxGetElement(mvp, 3, i) : -mtxGetElement(mvp, 3, i));
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f.planes[i*2+j]*= length(f.planes[i*2+j].xyz);
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}
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}
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}
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/**
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* Negative Vertex of an AABB
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*
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* This procedure computes the negative vertex of an AABB
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* given a normal.
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* See the View Frustum Culling tutorial @ LightHouse3D.com
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
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*/
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vec3 negativeVertex(vec3 bmin, vec3 bmax, vec3 n)
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{
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bvec3 b = greaterThan(n, vec3(0.0, 0.0, 0.0));
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return mix(bmin, bmax, b);
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}
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/**
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* Frustum-AABB Culling Test
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*
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* This procedure returns true if the AABB is either inside, or in
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* intersection with the frustum, and false otherwise.
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* The test is based on the View Frustum Culling tutorial @ LightHouse3D.com
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
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*/
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bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax)
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{
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float a = 1.0f;
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Frustum f;
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loadFrustum(f, mvp);
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for (int i = 0; i < 6 && a >= 0.0f; ++i)
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{
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vec3 n = negativeVertex(bmin, bmax, f.planes[i].xyz);
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a = dot(vec4(n, 1.0f), f.planes[i]);
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}
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return (a >= 0.0);
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}
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