implement global frustum culling
parent
dfcb0877ca
commit
aec753e2c4
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@ -1195,6 +1195,7 @@ typedef struct shadowmap_t {
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[4];
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frustum shadow_frustum;
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bool skip_render;
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int lights_pushed;
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handle fbo;
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@ -1641,6 +1642,7 @@ typedef struct camera_t {
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float yaw, pitch, roll;
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float speed, fov;
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float near_clip, far_clip;
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float frustum_fov_multiplier;
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float move_friction, move_damping;
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float look_friction, look_damping;
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vec3 last_look; vec3 last_move;
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@ -1657,6 +1659,7 @@ typedef struct camera_t {
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void camera_orbit(camera_t *cam, float yaw, float pitch, float inc_distance);
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void camera_lookat(camera_t *cam, vec3 target);
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void camera_enable(camera_t *cam);
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frustum camera_frustum_build(camera_t *cam);
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camera_t *camera_get_active();
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int ui_camera(camera_t *cam);
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void ddraw_camera(camera_t *cam);
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@ -19,7 +19,7 @@ const char *OBJ_MDLS[] = {
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int main(int argc, char** argv) {
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window_create(85, WINDOW_MSAA8);
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// window_fps_unlock();
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window_fps_unlock();
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camera_t cam = camera(); {
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cam.position = vec3(0, 7.5, 15);
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@ -103,7 +103,7 @@ int main(int argc, char** argv) {
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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed);
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camera_moveby(&cam, wasdec);
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camera_moveby(&cam, scale3(wasdec, window_delta() * 60));
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camera_fps(&cam, mouse.x,mouse.y);
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enum {
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File diff suppressed because it is too large
Load Diff
2
depot
2
depot
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@ -1 +1 @@
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Subproject commit 132e0cc46f06576f580ea1202aea75fbf64ff13d
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Subproject commit 9d9b137bf427e9144c6a47de017058d884636a27
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@ -17330,6 +17330,7 @@ typedef struct shadowmap_t {
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[NUM_SHADOW_CASCADES];
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frustum shadow_frustum;
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// signals
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bool skip_render;
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@ -17994,6 +17995,7 @@ typedef struct camera_t {
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float yaw, pitch, roll; // mirror of (x,y) lookdir in deg;
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float speed, fov; // fov in deg(45)
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float near_clip, far_clip;
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float frustum_fov_multiplier;
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float move_friction, move_damping;
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float look_friction, look_damping;
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@ -18015,6 +18017,7 @@ API void camera_fps2(camera_t *cam, float yaw, float pitch, float roll);
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API void camera_orbit(camera_t *cam, float yaw, float pitch, float inc_distance);
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API void camera_lookat(camera_t *cam, vec3 target);
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API void camera_enable(camera_t *cam);
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API frustum camera_frustum_build(camera_t *cam);
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API camera_t *camera_get_active();
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API int ui_camera(camera_t *cam);
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@ -383893,6 +383896,8 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
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unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->csm_texture_width;
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glViewport(0, 0, texture_width, texture_width);
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s->shadow_frustum = frustum_build(s->PV);
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}
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}
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@ -387163,14 +387168,50 @@ void model_clear_frustum(model_t *m) {
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m->frustum_enabled = 0;
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}
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#define GLOBAL_FRUSTUM_ENABLED 1
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#define GLOBAL_FRUSTUM_FOV_MULTIPLIER 1.5f
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static frustum global_frustum;
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static mat44 global_frustum_stored_mat_proj;
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static mat44 global_frustum_stored_mat_view;
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static inline
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bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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bool model_is_visible(model_t m, int mesh, mat44 model_mat, mat44 proj, mat44 view) {
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if(!m.iqm) return false;
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if(!m.frustum_enabled) return true;
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bool is_enabled = m.frustum_enabled;
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frustum fr = m.frustum_state;
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if (active_shadowmap) {
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is_enabled = true;
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fr = active_shadowmap->shadow_frustum;
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}
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#if GLOBAL_FRUSTUM_ENABLED
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if (!is_enabled) { /* custom frustum not provided, let's compute one from input call */
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if (memcmp(global_frustum_stored_mat_proj, proj, sizeof(mat44)) != 0 ||
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memcmp(global_frustum_stored_mat_view, view, sizeof(mat44)) != 0) {
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copy44(global_frustum_stored_mat_proj, proj);
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copy44(global_frustum_stored_mat_view, view);
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mat44 proj_modified;
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copy44(proj_modified, proj);
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// Increase FOV by 1.5
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float fov_scale = 1.0f / GLOBAL_FRUSTUM_FOV_MULTIPLIER;
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proj_modified[0] *= fov_scale;
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proj_modified[5] *= fov_scale;
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mat44 projview; multiply44x2(projview, proj_modified, view);
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global_frustum = frustum_build(projview);
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}
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fr = global_frustum;
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is_enabled = true;
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}
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#endif
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if(!is_enabled) return true;
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sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
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if (!frustum_test_sphere(m.frustum_state, s)) {
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if (!frustum_test_sphere(fr, s)) {
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return false;
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}
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@ -387184,7 +387225,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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ddraw_position(s.c, 3.0f);
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#endif
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if (!frustum_test_aabb(m.frustum_state, box)) {
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if (!frustum_test_aabb(fr, box)) {
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return false;
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}
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@ -387192,7 +387233,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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}
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static
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat, mat44 proj, mat44 view) {
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if(!m.iqm) return;
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iqm_t *q = m.iqm;
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@ -387224,13 +387265,13 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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array_push(drawcalls, (drawcall_t){i, -1});
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}
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} else {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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// collect opaque drawcalls
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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@ -387247,7 +387288,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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// collect transparent drawcalls
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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@ -387344,7 +387385,7 @@ void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* model
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}
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model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]);
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model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0]);
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model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0], proj, view);
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}
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void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
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@ -388910,6 +388951,7 @@ camera_t camera() {
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cam.position = vec3(10,10,10);
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cam.updir = vec3(0,1,0);
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cam.fov = 45;
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cam.frustum_fov_multiplier = 1.5f;
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cam.orthographic = false;
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cam.distance = 3; // len3(cam.position);
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cam.near_clip = 0.1f;
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@ -389002,6 +389044,19 @@ void camera_enable(camera_t *cam) {
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camera_fps(cam, 0, 0);
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}
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frustum camera_frustum_build(camera_t *cam) {
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float aspect = window_width() / ((float)window_height()+!window_height());
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float fov = cam->fov * cam->frustum_fov_multiplier;
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mat44 proj;
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if( cam->orthographic ) {
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ortho44(proj, -fov * aspect, fov * aspect, -fov, fov, cam->near_clip, cam->far_clip);
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} else {
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perspective44(proj, fov, aspect, cam->near_clip, cam->far_clip);
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}
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mat44 projview; multiply44x2(projview, proj, cam->view);
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return frustum_build(projview);
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}
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void camera_fov(camera_t *cam, float fov) {
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last_camera = cam;
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@ -389335,21 +389390,7 @@ void scene_render(int flags) {
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sm = NULL;
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}
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#if 1
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum frustum_state = frustum_build(projview);
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#else
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static frustum frustum_state;
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do_once {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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if (input_down(KEY_T)) {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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#endif
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frustum frustum_state = camera_frustum_build(cam);
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if(flags & SCENE_BACKGROUND) {
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if(last_scene->skybox.program) {
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@ -2073,6 +2073,8 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
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unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->csm_texture_width;
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glViewport(0, 0, texture_width, texture_width);
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s->shadow_frustum = frustum_build(s->PV);
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}
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}
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@ -5343,14 +5345,50 @@ void model_clear_frustum(model_t *m) {
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m->frustum_enabled = 0;
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}
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#define GLOBAL_FRUSTUM_ENABLED 1
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#define GLOBAL_FRUSTUM_FOV_MULTIPLIER 1.5f
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static frustum global_frustum;
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static mat44 global_frustum_stored_mat_proj;
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static mat44 global_frustum_stored_mat_view;
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static inline
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bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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bool model_is_visible(model_t m, int mesh, mat44 model_mat, mat44 proj, mat44 view) {
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if(!m.iqm) return false;
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if(!m.frustum_enabled) return true;
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bool is_enabled = m.frustum_enabled;
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frustum fr = m.frustum_state;
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if (active_shadowmap) {
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is_enabled = true;
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fr = active_shadowmap->shadow_frustum;
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}
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#if GLOBAL_FRUSTUM_ENABLED
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if (!is_enabled) { /* custom frustum not provided, let's compute one from input call */
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if (memcmp(global_frustum_stored_mat_proj, proj, sizeof(mat44)) != 0 ||
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memcmp(global_frustum_stored_mat_view, view, sizeof(mat44)) != 0) {
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copy44(global_frustum_stored_mat_proj, proj);
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copy44(global_frustum_stored_mat_view, view);
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mat44 proj_modified;
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copy44(proj_modified, proj);
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// Increase FOV by 1.5
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float fov_scale = 1.0f / GLOBAL_FRUSTUM_FOV_MULTIPLIER;
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proj_modified[0] *= fov_scale;
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proj_modified[5] *= fov_scale;
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mat44 projview; multiply44x2(projview, proj_modified, view);
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global_frustum = frustum_build(projview);
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}
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fr = global_frustum;
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is_enabled = true;
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}
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#endif
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if(!is_enabled) return true;
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sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
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if (!frustum_test_sphere(m.frustum_state, s)) {
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if (!frustum_test_sphere(fr, s)) {
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return false;
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}
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@ -5364,7 +5402,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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ddraw_position(s.c, 3.0f);
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#endif
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if (!frustum_test_aabb(m.frustum_state, box)) {
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if (!frustum_test_aabb(fr, box)) {
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return false;
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}
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@ -5372,7 +5410,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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}
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static
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat, mat44 proj, mat44 view) {
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if(!m.iqm) return;
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iqm_t *q = m.iqm;
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@ -5404,13 +5442,13 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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array_push(drawcalls, (drawcall_t){i, -1});
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}
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} else {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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// collect opaque drawcalls
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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@ -5427,7 +5465,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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if (!model_is_visible(m, i, model_mat, proj, view)) continue;
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// collect transparent drawcalls
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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@ -5524,7 +5562,7 @@ void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* model
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}
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model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]);
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model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0]);
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model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0], proj, view);
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}
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void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
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@ -362,6 +362,7 @@ typedef struct shadowmap_t {
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[NUM_SHADOW_CASCADES];
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frustum shadow_frustum;
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// signals
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bool skip_render;
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@ -12,6 +12,7 @@ camera_t camera() {
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cam.position = vec3(10,10,10);
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cam.updir = vec3(0,1,0);
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cam.fov = 45;
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cam.frustum_fov_multiplier = 1.5f;
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cam.orthographic = false;
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cam.distance = 3; // len3(cam.position);
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cam.near_clip = 0.1f;
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@ -104,6 +105,19 @@ void camera_enable(camera_t *cam) {
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camera_fps(cam, 0, 0);
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}
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frustum camera_frustum_build(camera_t *cam) {
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float aspect = window_width() / ((float)window_height()+!window_height());
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float fov = cam->fov * cam->frustum_fov_multiplier;
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mat44 proj;
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if( cam->orthographic ) {
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ortho44(proj, -fov * aspect, fov * aspect, -fov, fov, cam->near_clip, cam->far_clip);
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} else {
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perspective44(proj, fov, aspect, cam->near_clip, cam->far_clip);
|
||||
}
|
||||
mat44 projview; multiply44x2(projview, proj, cam->view);
|
||||
return frustum_build(projview);
|
||||
}
|
||||
|
||||
void camera_fov(camera_t *cam, float fov) {
|
||||
last_camera = cam;
|
||||
|
||||
|
@ -437,21 +451,7 @@ void scene_render(int flags) {
|
|||
sm = NULL;
|
||||
}
|
||||
|
||||
#if 1
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum frustum_state = frustum_build(projview);
|
||||
#else
|
||||
static frustum frustum_state;
|
||||
do_once {
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum_state = frustum_build(projview);
|
||||
}
|
||||
|
||||
if (input_down(KEY_T)) {
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum_state = frustum_build(projview);
|
||||
}
|
||||
#endif
|
||||
frustum frustum_state = camera_frustum_build(cam);
|
||||
|
||||
if(flags & SCENE_BACKGROUND) {
|
||||
if(last_scene->skybox.program) {
|
||||
|
|
|
@ -10,6 +10,7 @@ typedef struct camera_t {
|
|||
float yaw, pitch, roll; // mirror of (x,y) lookdir in deg;
|
||||
float speed, fov; // fov in deg(45)
|
||||
float near_clip, far_clip;
|
||||
float frustum_fov_multiplier;
|
||||
|
||||
float move_friction, move_damping;
|
||||
float look_friction, look_damping;
|
||||
|
@ -31,6 +32,7 @@ API void camera_fps2(camera_t *cam, float yaw, float pitch, float roll);
|
|||
API void camera_orbit(camera_t *cam, float yaw, float pitch, float inc_distance);
|
||||
API void camera_lookat(camera_t *cam, vec3 target);
|
||||
API void camera_enable(camera_t *cam);
|
||||
API frustum camera_frustum_build(camera_t *cam);
|
||||
API camera_t *camera_get_active();
|
||||
|
||||
API int ui_camera(camera_t *cam);
|
||||
|
|
86
engine/v4k.c
86
engine/v4k.c
|
@ -18927,6 +18927,8 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
|
|||
|
||||
unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->csm_texture_width;
|
||||
glViewport(0, 0, texture_width, texture_width);
|
||||
|
||||
s->shadow_frustum = frustum_build(s->PV);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -22197,14 +22199,50 @@ void model_clear_frustum(model_t *m) {
|
|||
m->frustum_enabled = 0;
|
||||
}
|
||||
|
||||
#define GLOBAL_FRUSTUM_ENABLED 1
|
||||
#define GLOBAL_FRUSTUM_FOV_MULTIPLIER 1.5f
|
||||
static frustum global_frustum;
|
||||
static mat44 global_frustum_stored_mat_proj;
|
||||
static mat44 global_frustum_stored_mat_view;
|
||||
|
||||
static inline
|
||||
bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
|
||||
bool model_is_visible(model_t m, int mesh, mat44 model_mat, mat44 proj, mat44 view) {
|
||||
if(!m.iqm) return false;
|
||||
if(!m.frustum_enabled) return true;
|
||||
|
||||
bool is_enabled = m.frustum_enabled;
|
||||
frustum fr = m.frustum_state;
|
||||
|
||||
if (active_shadowmap) {
|
||||
is_enabled = true;
|
||||
fr = active_shadowmap->shadow_frustum;
|
||||
}
|
||||
|
||||
#if GLOBAL_FRUSTUM_ENABLED
|
||||
if (!is_enabled) { /* custom frustum not provided, let's compute one from input call */
|
||||
if (memcmp(global_frustum_stored_mat_proj, proj, sizeof(mat44)) != 0 ||
|
||||
memcmp(global_frustum_stored_mat_view, view, sizeof(mat44)) != 0) {
|
||||
copy44(global_frustum_stored_mat_proj, proj);
|
||||
copy44(global_frustum_stored_mat_view, view);
|
||||
mat44 proj_modified;
|
||||
copy44(proj_modified, proj);
|
||||
|
||||
// Increase FOV by 1.5
|
||||
float fov_scale = 1.0f / GLOBAL_FRUSTUM_FOV_MULTIPLIER;
|
||||
proj_modified[0] *= fov_scale;
|
||||
proj_modified[5] *= fov_scale;
|
||||
mat44 projview; multiply44x2(projview, proj_modified, view);
|
||||
global_frustum = frustum_build(projview);
|
||||
}
|
||||
fr = global_frustum;
|
||||
is_enabled = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if(!is_enabled) return true;
|
||||
|
||||
sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
|
||||
|
||||
if (!frustum_test_sphere(m.frustum_state, s)) {
|
||||
if (!frustum_test_sphere(fr, s)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -22218,7 +22256,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
|
|||
ddraw_position(s.c, 3.0f);
|
||||
#endif
|
||||
|
||||
if (!frustum_test_aabb(m.frustum_state, box)) {
|
||||
if (!frustum_test_aabb(fr, box)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -22226,7 +22264,7 @@ bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
|
|||
}
|
||||
|
||||
static
|
||||
void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
|
||||
void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat, mat44 proj, mat44 view) {
|
||||
if(!m.iqm) return;
|
||||
iqm_t *q = m.iqm;
|
||||
|
||||
|
@ -22258,13 +22296,13 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
|
|||
|
||||
if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
|
||||
for(int i = 0; i < q->nummeshes; i++) {
|
||||
if (!model_is_visible(m, i, model_mat)) continue;
|
||||
if (!model_is_visible(m, i, model_mat, proj, view)) continue;
|
||||
array_push(drawcalls, (drawcall_t){i, -1});
|
||||
}
|
||||
} else {
|
||||
if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
|
||||
for(int i = 0; i < q->nummeshes; i++) {
|
||||
if (!model_is_visible(m, i, model_mat)) continue;
|
||||
if (!model_is_visible(m, i, model_mat, proj, view)) continue;
|
||||
|
||||
// collect opaque drawcalls
|
||||
if (required_rs[i] == RENDER_PASS_OPAQUE) {
|
||||
|
@ -22281,7 +22319,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
|
|||
|
||||
if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
|
||||
for(int i = 0; i < q->nummeshes; i++) {
|
||||
if (!model_is_visible(m, i, model_mat)) continue;
|
||||
if (!model_is_visible(m, i, model_mat, proj, view)) continue;
|
||||
|
||||
// collect transparent drawcalls
|
||||
if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
|
||||
|
@ -22378,7 +22416,7 @@ void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* model
|
|||
}
|
||||
|
||||
model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]);
|
||||
model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0]);
|
||||
model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0], proj, view);
|
||||
}
|
||||
|
||||
void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
|
||||
|
@ -23944,6 +23982,7 @@ camera_t camera() {
|
|||
cam.position = vec3(10,10,10);
|
||||
cam.updir = vec3(0,1,0);
|
||||
cam.fov = 45;
|
||||
cam.frustum_fov_multiplier = 1.5f;
|
||||
cam.orthographic = false;
|
||||
cam.distance = 3; // len3(cam.position);
|
||||
cam.near_clip = 0.1f;
|
||||
|
@ -24036,6 +24075,19 @@ void camera_enable(camera_t *cam) {
|
|||
camera_fps(cam, 0, 0);
|
||||
}
|
||||
|
||||
frustum camera_frustum_build(camera_t *cam) {
|
||||
float aspect = window_width() / ((float)window_height()+!window_height());
|
||||
float fov = cam->fov * cam->frustum_fov_multiplier;
|
||||
mat44 proj;
|
||||
if( cam->orthographic ) {
|
||||
ortho44(proj, -fov * aspect, fov * aspect, -fov, fov, cam->near_clip, cam->far_clip);
|
||||
} else {
|
||||
perspective44(proj, fov, aspect, cam->near_clip, cam->far_clip);
|
||||
}
|
||||
mat44 projview; multiply44x2(projview, proj, cam->view);
|
||||
return frustum_build(projview);
|
||||
}
|
||||
|
||||
void camera_fov(camera_t *cam, float fov) {
|
||||
last_camera = cam;
|
||||
|
||||
|
@ -24369,21 +24421,7 @@ void scene_render(int flags) {
|
|||
sm = NULL;
|
||||
}
|
||||
|
||||
#if 1
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum frustum_state = frustum_build(projview);
|
||||
#else
|
||||
static frustum frustum_state;
|
||||
do_once {
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum_state = frustum_build(projview);
|
||||
}
|
||||
|
||||
if (input_down(KEY_T)) {
|
||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||
frustum_state = frustum_build(projview);
|
||||
}
|
||||
#endif
|
||||
frustum frustum_state = camera_frustum_build(cam);
|
||||
|
||||
if(flags & SCENE_BACKGROUND) {
|
||||
if(last_scene->skybox.program) {
|
||||
|
|
|
@ -3397,6 +3397,7 @@ typedef struct shadowmap_t {
|
|||
int cascade_index;
|
||||
unsigned shadow_technique;
|
||||
float cascade_splits[NUM_SHADOW_CASCADES];
|
||||
frustum shadow_frustum;
|
||||
|
||||
// signals
|
||||
bool skip_render;
|
||||
|
@ -4061,6 +4062,7 @@ typedef struct camera_t {
|
|||
float yaw, pitch, roll; // mirror of (x,y) lookdir in deg;
|
||||
float speed, fov; // fov in deg(45)
|
||||
float near_clip, far_clip;
|
||||
float frustum_fov_multiplier;
|
||||
|
||||
float move_friction, move_damping;
|
||||
float look_friction, look_damping;
|
||||
|
@ -4082,6 +4084,7 @@ API void camera_fps2(camera_t *cam, float yaw, float pitch, float roll);
|
|||
API void camera_orbit(camera_t *cam, float yaw, float pitch, float inc_distance);
|
||||
API void camera_lookat(camera_t *cam, vec3 target);
|
||||
API void camera_enable(camera_t *cam);
|
||||
API frustum camera_frustum_build(camera_t *cam);
|
||||
API camera_t *camera_get_active();
|
||||
|
||||
API int ui_camera(camera_t *cam);
|
||||
|
|
Loading…
Reference in New Issue