Adding view culling to non-depth culling variant
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@@ -16,7 +16,7 @@ struct BoundingSphere
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
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if(dot(frustum.sides[i].n, getCenter()) - frustum.sides[i].d < -getRadius())
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{
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result = false;
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}
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@@ -27,15 +27,15 @@ struct BoundingSphere
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struct AABB
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{
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float3 min;
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float3 minCorner;
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float pad0;
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float3 max;
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float3 maxCorner;
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float pad1;
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// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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bool insideFrustum(Frustum frustum)
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{
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float3 center = (min + max) * 0.5;
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float3 extents = float3(max.x - center.x, max.y - center.y, max.z - center.z);
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float3 center = (minCorner + maxCorner) * 0.5;
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float3 extents = float3(maxCorner.x - center.x, maxCorner.y - center.y, maxCorner.z - center.z);
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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@@ -51,4 +51,26 @@ struct AABB
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}
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return result;
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}
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float projectScreenDepth(float4x4 mvp, inout uint2 screenCornerMin, inout uint2 screenCornerMax)
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{
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float maxDepth = 0;
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float4 corners[8];
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corners[0] = float4(minCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[1] = float4(minCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[2] = float4(minCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[3] = float4(minCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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corners[4] = float4(maxCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[5] = float4(maxCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[6] = float4(maxCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[7] = float4(maxCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(mvp, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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return maxDepth;
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}
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};
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