Adding view culling to non-depth culling variant

This commit is contained in:
Dynamitos
2024-06-25 11:21:56 +02:00
parent c352555b0b
commit 00bb6b3a96
10 changed files with 144 additions and 175 deletions
+27 -5
View File
@@ -16,7 +16,7 @@ struct BoundingSphere
bool result = true;
for(int i = 0; i < 4 && result; ++i)
{
if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
if(dot(frustum.sides[i].n, getCenter()) - frustum.sides[i].d < -getRadius())
{
result = false;
}
@@ -27,15 +27,15 @@ struct BoundingSphere
struct AABB
{
float3 min;
float3 minCorner;
float pad0;
float3 max;
float3 maxCorner;
float pad1;
// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
bool insideFrustum(Frustum frustum)
{
float3 center = (min + max) * 0.5;
float3 extents = float3(max.x - center.x, max.y - center.y, max.z - center.z);
float3 center = (minCorner + maxCorner) * 0.5;
float3 extents = float3(maxCorner.x - center.x, maxCorner.y - center.y, maxCorner.z - center.z);
bool result = true;
for(int i = 0; i < 4 && result; ++i)
{
@@ -51,4 +51,26 @@ struct AABB
}
return result;
}
float projectScreenDepth(float4x4 mvp, inout uint2 screenCornerMin, inout uint2 screenCornerMax)
{
float maxDepth = 0;
float4 corners[8];
corners[0] = float4(minCorner.x, minCorner.y, minCorner.z, 1.0f);
corners[1] = float4(minCorner.x, minCorner.y, maxCorner.z, 1.0f);
corners[2] = float4(minCorner.x, maxCorner.y, minCorner.z, 1.0f);
corners[3] = float4(minCorner.x, maxCorner.y, maxCorner.z, 1.0f);
corners[4] = float4(maxCorner.x, minCorner.y, minCorner.z, 1.0f);
corners[5] = float4(maxCorner.x, minCorner.y, maxCorner.z, 1.0f);
corners[6] = float4(maxCorner.x, maxCorner.y, minCorner.z, 1.0f);
corners[7] = float4(maxCorner.x, maxCorner.y, maxCorner.z, 1.0f);
for(uint i = 0; i < 8; ++i)
{
float4 clipCorner = mul(mvp, corners[i]);
float4 screenCorner = clipToScreen(clipCorner);
screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
maxDepth = max(maxDepth, screenCorner.z);
}
return maxDepth;
}
};