Merge pull request #19 from recp/dev

move frustum related stuff to separate frustum header
This commit is contained in:
Recep Aslantas
2018-01-14 15:01:33 +03:00
committed by GitHub
11 changed files with 365 additions and 144 deletions

View File

@@ -21,6 +21,7 @@ extern "C" {
#include "call/quat.h"
#include "call/euler.h"
#include "call/plane.h"
#include "call/frustum.h"
#include "call/io.h"
#ifdef __cplusplus

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@@ -53,18 +53,6 @@ CGLM_EXPORT
void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]);
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest);
#ifdef __cplusplus
}
#endif

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@@ -0,0 +1,41 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_frustum_h
#define cglmc_frustum_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]);
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest);
CGLM_EXPORT
void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]);
CGLM_EXPORT
void
glmc_frustum_corners_at(vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_frustum_h */

View File

@@ -541,116 +541,4 @@ glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
dest[2] = a * dest[3];
}
/*!
* @brief extracts view frustum planes
*
* planes' space:
* 1- if m = proj: View Space
* 2- if m = viewProj: World Space
* 3- if m = MVP: Object Space
*
* You probably want to extract planes in world space so use viewProj as m
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
*
* 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_frustum_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]);
}
/*!
* @brief extracts view frustum corners using clip-space coordinates
*
* corners' space:
* 1- if m = invViewProj: World Space
* 2- if m = invMVP: Object Space
*
* You probably want to extract corners in world space so use invViewProj
* Computing invViewProj:
* glm_mat4_mul(proj, view, viewProj);
* ...
* glm_mat4_inv(viewProj, invViewProj);
*
* @param[in] invMat matrix (see brief)
* @param[out] dest exracted view frustum corners (see brief)
*/
CGLM_INLINE
void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
vec4 c[8];
vec4 csCoords[8] = {
{-1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, -1.0f, 1.0f},
{-1.0f, -1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f, 1.0f}
};
glm_mat4_mulv(invMat, csCoords[0], c[0]);
glm_mat4_mulv(invMat, csCoords[1], c[1]);
glm_mat4_mulv(invMat, csCoords[2], c[2]);
glm_mat4_mulv(invMat, csCoords[3], c[3]);
glm_mat4_mulv(invMat, csCoords[4], c[4]);
glm_mat4_mulv(invMat, csCoords[5], c[5]);
glm_mat4_mulv(invMat, csCoords[6], c[6]);
glm_mat4_mulv(invMat, csCoords[7], c[7]);
glm_vec4_scale(c[1], 1.0f / c[1][3], dest[1]);
glm_vec4_scale(c[2], 1.0f / c[2][3], dest[2]);
glm_vec4_scale(c[3], 1.0f / c[3][3], dest[3]);
glm_vec4_scale(c[4], 1.0f / c[4][3], dest[4]);
glm_vec4_scale(c[5], 1.0f / c[5][3], dest[5]);
glm_vec4_scale(c[6], 1.0f / c[6][3], dest[6]);
glm_vec4_scale(c[7], 1.0f / c[7][3], dest[7]);
}
/*!
* @brief finds center of view frustum
*
* @param[in] corners view frustum corners
* @param[out] dest view frustum center
*/
CGLM_INLINE
void
glm_frustum_center(vec4 corners[8], vec4 dest) {
vec4 center;
glm_vec4_copy(corners[0], center);
glm_vec4_add(corners[1], center, center);
glm_vec4_add(corners[2], center, center);
glm_vec4_add(corners[3], center, center);
glm_vec4_add(corners[4], center, center);
glm_vec4_add(corners[5], center, center);
glm_vec4_add(corners[6], center, center);
glm_vec4_add(corners[7], center, center);
glm_vec4_scale(center, 0.125f, dest);
}
#endif /* cglm_vcam_h */

View File

@@ -15,6 +15,7 @@
#include "mat3.h"
#include "affine.h"
#include "cam.h"
#include "frustum.h"
#include "quat.h"
#include "euler.h"
#include "plane.h"

252
include/cglm/frustum.h Normal file
View File

@@ -0,0 +1,252 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_frustum_h
#define cglm_frustum_h
#include "common.h"
#include "plane.h"
#define GLM_LBN 0 /* left bottom near */
#define GLM_LTN 1 /* left top near */
#define GLM_RTN 2 /* right top near */
#define GLM_RBN 3 /* right bottom near */
#define GLM_LBF 4 /* left bottom far */
#define GLM_LTF 5 /* left top far */
#define GLM_RTF 6 /* right top far */
#define GLM_RBF 7 /* right bottom far */
#define GLM_LEFT 0
#define GLM_RIGHT 1
#define GLM_BOTTOM 2
#define GLM_TOP 3
#define GLM_NEAR 4
#define GLM_FAR 5
/* you can override clip space coords
but you have to provide all with same name
e.g.: define GLM_CSCOORD_LBN {0.0f, 0.0f, 1.0f, 1.0f} */
#ifndef GLM_CUSTOM_CLIPSPACE
/* near */
#define GLM_CSCOORD_LBN {-1.0f, -1.0f, -1.0f, 1.0f}
#define GLM_CSCOORD_LTN {-1.0f, 1.0f, -1.0f, 1.0f}
#define GLM_CSCOORD_RTN { 1.0f, 1.0f, -1.0f, 1.0f}
#define GLM_CSCOORD_RBN { 1.0f, -1.0f, -1.0f, 1.0f}
/* far */
#define GLM_CSCOORD_LBF {-1.0f, -1.0f, 1.0f, 1.0f}
#define GLM_CSCOORD_LTF {-1.0f, 1.0f, 1.0f, 1.0f}
#define GLM_CSCOORD_RTF { 1.0f, 1.0f, 1.0f, 1.0f}
#define GLM_CSCOORD_RBF { 1.0f, -1.0f, 1.0f, 1.0f}
#endif
/*!
* @brief extracts view frustum planes
*
* planes' space:
* 1- if m = proj: View Space
* 2- if m = viewProj: World Space
* 3- if m = MVP: Object Space
*
* You probably want to extract planes in world space so use viewProj as m
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
*
* 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_frustum_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]);
}
/*!
* @brief extracts view frustum corners using clip-space coordinates
*
* corners' space:
* 1- if m = invViewProj: World Space
* 2- if m = invMVP: Object Space
*
* You probably want to extract corners in world space so use invViewProj
* Computing invViewProj:
* glm_mat4_mul(proj, view, viewProj);
* ...
* glm_mat4_inv(viewProj, invViewProj);
*
* if you have a near coord at i index, you can get it's far coord by i + 4
*
* Find center coordinates:
* for (j = 0; j < 4; j++) {
* glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
* }
*
* @param[in] invMat matrix (see brief)
* @param[out] dest exracted view frustum corners (see brief)
*/
CGLM_INLINE
void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
vec4 c[8];
/* indexOf(nearCoord) = indexOf(farCoord) + 4 */
vec4 csCoords[8] = {
GLM_CSCOORD_LBN,
GLM_CSCOORD_LTN,
GLM_CSCOORD_RTN,
GLM_CSCOORD_RBN,
GLM_CSCOORD_LBF,
GLM_CSCOORD_LTF,
GLM_CSCOORD_RTF,
GLM_CSCOORD_RBF
};
glm_mat4_mulv(invMat, csCoords[0], c[0]);
glm_mat4_mulv(invMat, csCoords[1], c[1]);
glm_mat4_mulv(invMat, csCoords[2], c[2]);
glm_mat4_mulv(invMat, csCoords[3], c[3]);
glm_mat4_mulv(invMat, csCoords[4], c[4]);
glm_mat4_mulv(invMat, csCoords[5], c[5]);
glm_mat4_mulv(invMat, csCoords[6], c[6]);
glm_mat4_mulv(invMat, csCoords[7], c[7]);
glm_vec4_scale(c[0], 1.0f / c[0][3], dest[0]);
glm_vec4_scale(c[1], 1.0f / c[1][3], dest[1]);
glm_vec4_scale(c[2], 1.0f / c[2][3], dest[2]);
glm_vec4_scale(c[3], 1.0f / c[3][3], dest[3]);
glm_vec4_scale(c[4], 1.0f / c[4][3], dest[4]);
glm_vec4_scale(c[5], 1.0f / c[5][3], dest[5]);
glm_vec4_scale(c[6], 1.0f / c[6][3], dest[6]);
glm_vec4_scale(c[7], 1.0f / c[7][3], dest[7]);
}
/*!
* @brief finds center of view frustum
*
* @param[in] corners view frustum corners
* @param[out] dest view frustum center
*/
CGLM_INLINE
void
glm_frustum_center(vec4 corners[8], vec4 dest) {
vec4 center;
glm_vec4_copy(corners[0], center);
glm_vec4_add(corners[1], center, center);
glm_vec4_add(corners[2], center, center);
glm_vec4_add(corners[3], center, center);
glm_vec4_add(corners[4], center, center);
glm_vec4_add(corners[5], center, center);
glm_vec4_add(corners[6], center, center);
glm_vec4_add(corners[7], center, center);
glm_vec4_scale(center, 0.125f, dest);
}
/*!
* @brief finds bounding box of frustum relative to given matrix e.g. view mat
*
* @param[in] corners view frustum corners
* @param[in] m matrix to convert existing conners
* @param[out] box bounding box as array [min, max]
*/
CGLM_INLINE
void
glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
vec4 v;
vec3 min, max;
int i;
glm_vec_broadcast(0.0f, min);
glm_vec_broadcast(0.0f, max);
for (i = 0; i < 8; i++) {
glm_mat4_mulv(m, corners[i], v);
min[0] = glm_min(min[0], v[0]);
min[1] = glm_min(min[1], v[1]);
min[2] = glm_min(min[2], v[2]);
max[0] = glm_max(max[0], v[0]);
max[1] = glm_max(max[1], v[1]);
max[2] = glm_max(max[2], v[2]);
}
glm_vec_copy(min, box[0]);
glm_vec_copy(max, box[1]);
}
/*!
* @brief finds planes corners which is between near and far planes (parallel)
*
* this will be helpful if you want to split a frustum e.g. CSM/PSSM. This will
* find planes' corners but you will need to one more plane.
* Actually you have it, it is near, far or created previously with this func ;)
*
* @param[in] corners view frustum corners
* @param[in] splitDist split distance
* @param[in] farDist far distance (zFar)
* @param[out] planeCorners plane corners [LB, LT, RT, RB]
*/
CGLM_INLINE
void
glm_frustum_corners_at(vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
vec4 corner;
float dist, sc;
/* because distance and scale is same for all */
dist = glm_vec_distance(corners[GLM_RTF], corners[GLM_RTN]);
sc = dist * (splitDist / farDist);
/* left bottom */
glm_vec4_sub(corners[GLM_LBF], corners[GLM_LBN], corner);
glm_vec4_scale_as(corner, sc, corner);
glm_vec4_add(corners[GLM_LBN], corner, planeCorners[0]);
/* left top */
glm_vec4_sub(corners[GLM_LTF], corners[GLM_LTN], corner);
glm_vec4_scale_as(corner, sc, corner);
glm_vec4_add(corners[GLM_LTN], corner, planeCorners[1]);
/* right top */
glm_vec4_sub(corners[GLM_RTF], corners[GLM_RTN], corner);
glm_vec4_scale_as(corner, sc, corner);
glm_vec4_add(corners[GLM_RTN], corner, planeCorners[2]);
/* right bottom */
glm_vec4_sub(corners[GLM_RBF], corners[GLM_RBN], corner);
glm_vec4_scale_as(corner, sc, corner);
glm_vec4_add(corners[GLM_RBN], corner, planeCorners[3]);
}
#endif /* cglm_frustum_h */

View File

@@ -88,7 +88,9 @@ libcglm_la_SOURCES=\
src/vec3.c \
src/vec4.c \
src/mat3.c \
src/mat4.c
src/mat4.c \
src/plane.c \
src/frustum.c
test_tests_SOURCES=\
test/src/test_common.c \

View File

@@ -78,21 +78,3 @@ void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest);
}
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]) {
glm_frustum_planes(m, dest);
}
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(invMat, dest);
}
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest) {
glm_frustum_center(corners, dest);
}

42
src/frustum.c Normal file
View File

@@ -0,0 +1,42 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]) {
glm_frustum_planes(m, dest);
}
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(invMat, dest);
}
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest) {
glm_frustum_center(corners, dest);
}
CGLM_EXPORT
void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
glm_frustum_box(corners, m, box);
}
CGLM_EXPORT
void
glmc_frustum_corners_at(vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
glm_frustum_corners_at(corners, splitDist, farDist, planeCorners);
}

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@@ -23,9 +23,11 @@
<ClCompile Include="..\src\cam.c" />
<ClCompile Include="..\src\dllmain.c" />
<ClCompile Include="..\src\euler.c" />
<ClCompile Include="..\src\frustum.c" />
<ClCompile Include="..\src\io.c" />
<ClCompile Include="..\src\mat3.c" />
<ClCompile Include="..\src\mat4.c" />
<ClCompile Include="..\src\plane.c" />
<ClCompile Include="..\src\quat.c" />
<ClCompile Include="..\src\vec3.c" />
<ClCompile Include="..\src\vec4.c" />
@@ -37,9 +39,11 @@
<ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\cam.h" />
<ClInclude Include="..\include\cglm\call\euler.h" />
<ClInclude Include="..\include\cglm\call\frustum.h" />
<ClInclude Include="..\include\cglm\call\io.h" />
<ClInclude Include="..\include\cglm\call\mat3.h" />
<ClInclude Include="..\include\cglm\call\mat4.h" />
<ClInclude Include="..\include\cglm\call\plane.h" />
<ClInclude Include="..\include\cglm\call\quat.h" />
<ClInclude Include="..\include\cglm\call\vec3.h" />
<ClInclude Include="..\include\cglm\call\vec4.h" />
@@ -47,9 +51,11 @@
<ClInclude Include="..\include\cglm\cglm.h" />
<ClInclude Include="..\include\cglm\common.h" />
<ClInclude Include="..\include\cglm\euler.h" />
<ClInclude Include="..\include\cglm\frustum.h" />
<ClInclude Include="..\include\cglm\io.h" />
<ClInclude Include="..\include\cglm\mat3.h" />
<ClInclude Include="..\include\cglm\mat4.h" />
<ClInclude Include="..\include\cglm\plane.h" />
<ClInclude Include="..\include\cglm\quat.h" />
<ClInclude Include="..\include\cglm\simd\avx\affine.h" />
<ClInclude Include="..\include\cglm\simd\avx\mat4.h" />
@@ -73,7 +79,7 @@
<ProjectGuid>{CA8BCAF9-CD25-4133-8F62-3D1449B5D2FC}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>cglm</RootNamespace>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

View File

@@ -66,6 +66,12 @@
<ClCompile Include="..\src\vec4.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\frustum.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\plane.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -176,5 +182,17 @@
<ClInclude Include="..\include\cglm\version.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\frustum.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\plane.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\frustum.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\plane.h">
<Filter>include\cglm</Filter>
</ClInclude>
</ItemGroup>
</Project>