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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/41-tess/fcull.sh
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* 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
Diffstat (limited to '3rdparty/bgfx/examples/41-tess/fcull.sh')
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diff --git a/3rdparty/bgfx/examples/41-tess/fcull.sh b/3rdparty/bgfx/examples/41-tess/fcull.sh
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+++ b/3rdparty/bgfx/examples/41-tess/fcull.sh
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+bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax);
+
+struct Frustum
+{
+ vec4 planes[6];
+};
+
+/**
+ * Extract Frustum Planes from MVP Matrix
+ *
+ * Based on "Fast Extraction of Viewing Frustum Planes from the World-
+ * View-Projection Matrix", by Gil Gribb and Klaus Hartmann.
+ * This procedure computes the planes of the frustum and normalizes
+ * them.
+ */
+void loadFrustum(out Frustum f, mat4 mvp)
+{
+ for (int i = 0; i < 3; ++i)
+ {
+ for (int j = 0; j < 2; ++j)
+ {
+ f.planes[i*2+j].x = mtxGetElement(mvp, 0, 3) + (j == 0 ? mtxGetElement(mvp, 0, i) : -mtxGetElement(mvp, 0, i));
+ f.planes[i*2+j].y = mtxGetElement(mvp, 1, 3) + (j == 0 ? mtxGetElement(mvp, 1, i) : -mtxGetElement(mvp, 1, i));
+ f.planes[i*2+j].z = mtxGetElement(mvp, 2, 3) + (j == 0 ? mtxGetElement(mvp, 2, i) : -mtxGetElement(mvp, 2, i));
+ f.planes[i*2+j].w = mtxGetElement(mvp, 3, 3) + (j == 0 ? mtxGetElement(mvp, 3, i) : -mtxGetElement(mvp, 3, i));
+ f.planes[i*2+j]*= length(f.planes[i*2+j].xyz);
+ }
+ }
+}
+
+/**
+ * Negative Vertex of an AABB
+ *
+ * This procedure computes the negative vertex of an AABB
+ * given a normal.
+ * See the View Frustum Culling tutorial @ LightHouse3D.com
+ * http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
+ */
+vec3 negativeVertex(vec3 bmin, vec3 bmax, vec3 n)
+{
+ bvec3 b = greaterThan(n, vec3(0.0, 0.0, 0.0));
+ return mix(bmin, bmax, b);
+}
+
+/**
+ * Frustum-AABB Culling Test
+ *
+ * This procedure returns true if the AABB is either inside, or in
+ * intersection with the frustum, and false otherwise.
+ * The test is based on the View Frustum Culling tutorial @ LightHouse3D.com
+ * http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
+ */
+bool frustumCullingTest(mat4 mvp, vec3 bmin, vec3 bmax)
+{
+ float a = 1.0f;
+ Frustum f;
+
+ loadFrustum(f, mvp);
+ for (int i = 0; i < 6 && a >= 0.0f; ++i)
+ {
+ vec3 n = negativeVertex(bmin, bmax, f.planes[i].xyz);
+ a = dot(vec4(n, 1.0f), f.planes[i]);
+ }
+
+ return (a >= 0.0);
+}