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coven/core/frustum.jai
2024-10-16 23:18:47 +02:00

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Frustum :: struct {
near_top_left: Vector3;
near_bottom_left: Vector3;
near_top_right: Vector3;
near_bottom_right: Vector3;
far_top_left: Vector3;
far_bottom_left: Vector3;
far_top_right: Vector3;
far_bottom_right: Vector3;
}
get_frustum :: (fov: float, aspect_ratio: float, z_near: float, z_far: float) -> Frustum {
frustum: Frustum = ---;
tan_half_fov := tan(DEGREES_TO_RADIANS * fov * 0.5);
near_z := z_near;
near_x := near_z * tan_half_fov;
near_y := near_z * tan_half_fov * aspect_ratio;
frustum.near_top_left = .{-near_x, near_y, near_z};
frustum.near_bottom_left = .{-near_x, -near_y, near_z};
frustum.near_top_right = .{near_x, near_y, near_z};
frustum.near_bottom_right = .{near_x, -near_y, near_z};
far_z := z_far;
far_x := far_z * tan_half_fov;
far_y := far_z * tan_half_fov * aspect_ratio;
frustum.far_top_left = .{-far_x, far_y, far_z};
frustum.far_bottom_left = .{-far_x, -far_y, far_z};
frustum.far_top_right = .{far_x, far_y, far_z};
frustum.far_bottom_right = .{far_x, -far_y, far_z};
return frustum;
}
get_frustum_aabb :: (frustum: Frustum) -> AABB {
aabb: AABB;
aabb_add(*aabb, frustum.near_top_left);
aabb_add(*aabb, frustum.near_bottom_left);
aabb_add(*aabb, frustum.near_top_right);
aabb_add(*aabb, frustum.near_bottom_right);
aabb_add(*aabb, frustum.far_top_left);
aabb_add(*aabb, frustum.far_bottom_left);
aabb_add(*aabb, frustum.far_top_right);
aabb_add(*aabb, frustum.far_bottom_right);
return aabb;
}
transform :: (frustum: Frustum, matrix: Matrix4) -> Frustum {
transformed_frustum: Frustum = ---;
transformed_frustum.near_top_left = transform_position(frustum.near_top_left, matrix);
transformed_frustum.near_bottom_left = transform_position(frustum.near_bottom_left, matrix);
transformed_frustum.near_top_right = transform_position(frustum.near_top_right, matrix);
transformed_frustum.near_bottom_right = transform_position(frustum.near_bottom_right, matrix);
transformed_frustum.far_top_left = transform_position(frustum.far_top_left, matrix);
transformed_frustum.far_bottom_left = transform_position(frustum.far_bottom_left, matrix);
transformed_frustum.far_top_right = transform_position(frustum.far_top_right, matrix);
transformed_frustum.far_bottom_right = transform_position(frustum.far_bottom_right, matrix);
return transformed_frustum;
}