move extracting planes to camera header

* since it related to view frustum / camera it should be in thie header or separate header called frustum.h
* update LICENSE to add authors of algorithm
This commit is contained in:
Recep Aslantas
2017-12-30 13:55:17 +03:00
parent d14627ac52
commit 99669a21a4
7 changed files with 60 additions and 43 deletions

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@@ -52,3 +52,9 @@ LICENSE:
Computing Euler angles from a rotation matrix (euler.pdf) Computing Euler angles from a rotation matrix (euler.pdf)
Gregory G. Slabaugh Gregory G. Slabaugh
4. Extracting Planes
Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
Authors:
Gil Gribb (ggribb@ravensoft.com)
Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)

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@@ -48,6 +48,10 @@ glmc_lookat(vec3 eye,
vec3 up, vec3 up,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_extract_planes(mat4 m, vec4 dest[6]);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -17,10 +17,6 @@ CGLM_EXPORT
void void
glmc_plane_normalize(vec4 plane); glmc_plane_normalize(vec4 plane);
CGLM_EXPORT
void
glmc_plane_extract(mat4 projView, vec4 dest[6]);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -50,12 +50,14 @@
float * __restrict farVal); float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal); CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal); CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
CGLM_INLINE void glm_extract_planes(mat4 m, vec4 dest[6]);
*/ */
#ifndef cglm_vcam_h #ifndef cglm_vcam_h
#define cglm_vcam_h #define cglm_vcam_h
#include "common.h" #include "common.h"
#include "plane.h"
/*! /*!
* @brief set up perspective peprojection matrix * @brief set up perspective peprojection matrix
@@ -422,4 +424,45 @@ void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1); *nearVal = proj[3][2] / (proj[2][2] - 1);
} }
/*!
* @brief extracts view frustum planes
*
* planes' space:
* 1- if m = proj: View Space
* 2- if m = projView: World Space
* 3- if m = MVP: Object Space
*
* You probably want to extract planes in world space so use projView as m
* Computing projView:
* glm_mat4_mul(proj, view, projView);
*
* Exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] m matrix (see brief)
* @param[out] dest exracted view frustum planes (see brief)
*/
CGLM_INLINE
void
glm_extract_planes(mat4 m, vec4 dest[6]) {
mat4 t;
glm_mat4_transpose_to(m, t);
glm_vec4_add(t[3], t[0], dest[0]); /* left */
glm_vec4_sub(t[3], t[0], dest[1]); /* right */
glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
glm_vec4_sub(t[3], t[1], dest[3]); /* top */
glm_vec4_add(t[3], t[2], dest[4]); /* near */
glm_vec4_sub(t[3], t[2], dest[5]); /* far */
glm_plane_normalize(dest[0]);
glm_plane_normalize(dest[1]);
glm_plane_normalize(dest[2]);
glm_plane_normalize(dest[3]);
glm_plane_normalize(dest[4]);
glm_plane_normalize(dest[5]);
}
#endif /* cglm_vcam_h */ #endif /* cglm_vcam_h */

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@@ -11,6 +11,7 @@
#include "common.h" #include "common.h"
#include "mat4.h" #include "mat4.h"
#include "vec4.h" #include "vec4.h"
#include "vec3.h"
/* /*
Plane equation: Ax + By + Cz + D = 0; Plane equation: Ax + By + Cz + D = 0;
@@ -21,7 +22,6 @@
/* /*
Functions: Functions:
CGLM_INLINE void glm_plane_normalize(vec4 plane); CGLM_INLINE void glm_plane_normalize(vec4 plane);
CGLM_INLINE void glm_plane_extract(mat4 projView, vec4 dest[6]);
*/ */
/*! /*!
@@ -35,36 +35,4 @@ glm_plane_normalize(vec4 plane) {
glm_vec4_scale(plane, 1.0f / glm_vec_norm(plane), plane); glm_vec4_scale(plane, 1.0f / glm_vec_norm(plane), plane);
} }
/*!
* @brief extracts view frustum planes
*
* computing projView: glm_mat4_mul(proj, view, projView);
*
* exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] projView source
* @param[out] dest exracted view frustum planes (see brief)
*/
CGLM_INLINE
void
glm_plane_extract(mat4 projView, vec4 dest[6]) {
mat4 m;
glm_mat4_transpose_to(projView, m);
glm_vec4_add(m[3], m[0], dest[0]);
glm_vec4_sub(m[3], m[0], dest[1]);
glm_vec4_add(m[3], m[1], dest[2]);
glm_vec4_sub(m[3], m[1], dest[3]);
glm_vec4_add(m[3], m[2], dest[4]);
glm_vec4_sub(m[3], m[2], dest[5]);
glm_plane_normalize(dest[0]);
glm_plane_normalize(dest[1]);
glm_plane_normalize(dest[2]);
glm_plane_normalize(dest[3]);
glm_plane_normalize(dest[4]);
glm_plane_normalize(dest[5]);
}
#endif /* cglm_plane_h */ #endif /* cglm_plane_h */

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@@ -66,3 +66,9 @@ glmc_lookat(vec3 eye,
mat4 dest) { mat4 dest) {
glm_lookat(eye, center, up, dest); glm_lookat(eye, center, up, dest);
} }
CGLM_EXPORT
void
glmc_extract_planes(mat4 m, vec4 dest[6]) {
glm_extract_planes(m, dest);
}

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@@ -13,9 +13,3 @@ void
glmc_plane_normalize(vec4 plane) { glmc_plane_normalize(vec4 plane) {
glm_plane_normalize(plane); glm_plane_normalize(plane);
} }
CGLM_EXPORT
void
glmc_plane_extract(mat4 projView, vec4 dest[6]) {
glm_plane_extract(projView, dest);
}