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Seele/res/shaders/lib/Bounding.slang
T

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import Common;
struct BoundingSphere
{
float4 centerRadius;
float3 getCenter()
{
return centerRadius.xyz;
}
float getRadius()
{
return centerRadius.w;
}
bool insideFrustum(Frustum frustum)
{
bool result = true;
for(int i = 0; i < 4 && result; ++i)
{
if(dot(frustum.sides[i].n, getCenter()) - frustum.sides[i].d < -getRadius())
{
result = false;
}
}
return result;
}
};
struct AABB
{
float3 minCorner;
float pad0;
float3 maxCorner;
float pad1;
// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
bool insideFrustum(Frustum frustum)
{
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)
{
const float r = extents.x * abs(frustum.sides[i].n.x)
+ extents.y * abs(frustum.sides[i].n.y)
+ extents.z * abs(frustum.sides[i].n.z);
const float signedDistance = dot(frustum.sides[i].n, center) - frustum.sides[i].d;
if(signedDistance < -r)
{
result = false;
}
}
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;
}
};