WIP, debugging code added, still not working.

This commit is contained in:
William Moberg
2016-02-09 15:00:30 +01:00
parent b748deb1e1
commit b30891aecd
3 changed files with 62 additions and 39 deletions
+14 -13
View File
@@ -74,8 +74,8 @@ struct Output
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 normal;
float distance;
glm::vec3 Normal;
float Distance;
};
//A frustum defined by 6 planes.
@@ -87,14 +87,14 @@ struct Frustum
Outside,
Intersects
};
Plane planes[6];
Plane Planes[6];
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : planes) {
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
@@ -104,7 +104,7 @@ struct Frustum
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.normal, corner) > p.distance) {
if (glm::dot(p.Normal, corner) > p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
@@ -214,17 +214,18 @@ void Octree<T>::ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& ou
{
falsifyObjectChecks();
OctSpace::Frustum frustum;
//Order: Right, left, top, bottom, far, near.
for (int i = 0; i < 6; ++i) {
int sign = 2 * (i % 2) - 1;
int index = i / 2;
OctSpace::Plane& plane = frustum.planes[i];
plane.normal.x = viewProj[0].w + sign * viewProj[0][index];
plane.normal.y = viewProj[1].w + sign * viewProj[1][index];
plane.normal.z = viewProj[2].w + sign * viewProj[2][index];
plane.distance = viewProj[3].w + sign * viewProj[3][index];
float divByNormalLength = 1.0f / glm::length(plane.normal);
plane.normal *= divByNormalLength;
plane.distance *= divByNormalLength;
OctSpace::Plane& plane = frustum.Planes[i];
plane.Normal.x = viewProj[0].w + sign * viewProj[0][index];
plane.Normal.y = viewProj[1].w + sign * viewProj[1][index];
plane.Normal.z = viewProj[2].w + sign * viewProj[2][index];
plane.Distance = viewProj[3].w + sign * viewProj[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
+1
View File
@@ -33,6 +33,7 @@ private:
Camera* m_Camera;
Camera* m_LastCullCamera;
Camera** m_FrustumCamPtr;
EntityWrapper frustumEntity;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;