Commit: 267e816b9a603026d951f8e8e318ceaed04ca944 Author: Germano Date: Tue Mar 6 19:27:43 2018 -0300 Branches: blender2.8 https://developer.blender.org/rB267e816b9a603026d951f8e8e318ceaed04ca944
Draw Manager: Simplify the algorithm that extract the BoundingSphere of a Frustum The idea is to separate the most common case from symmetrical frustum. And to make a simple but efficient calculation. The new radius is usually 98% the size of the radius size of the asymmetric solution. Thanks to @fclem for reviewing the patch on IRC =================================================================== M source/blender/draw/intern/draw_manager_exec.c =================================================================== diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 7b97709d51b..a984a0b782f 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -420,15 +420,57 @@ static void draw_clipping_setup_from_view(void) } /* Extract Bounding Sphere */ - /** - * Compute bounding sphere for the general case and not only symmetric frustum: - * We put the sphere center on the line that goes from origin to the center of the far clipping plane. - * This is the optimal position if the frustum is symmetric or very asymmetric and probably close - * to optimal for the general case. The sphere center position is computed so that the distance to - * the near and far extreme frustum points are equal. - **/ - if (projmat[3][3] == 0.0f) { - /* Perspective */ + if (projmat[3][3] != 0.0f) { + /* Orthographic */ + /* The most extreme points on the near and far plane. (normalized device coords). */ + float *nearpoint = bbox.vec[0]; + float *farpoint = bbox.vec[6]; + + mul_project_m4_v3(projinv, nearpoint); + mul_project_m4_v3(projinv, farpoint); + + /* just use median point */ + mid_v3_v3v3(bsphere->center, farpoint, nearpoint); + bsphere->radius = len_v3v3(bsphere->center, farpoint); + } + else if (projmat[2][0] == 0.0f && projmat[2][1] == 0.0f) { + /* Perspective with symmetrical frustum. */ + + /* We obtain the center and radius of the circumscribed circle of the + * isosceles trapezoid composed by the diagonals of the near and far clipping plane */ + + /* center of each clipping plane */ + float mid_min[3], mid_max[3]; + mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]); + mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]); + + /* square length of the diagonals of each clipping plane */ + float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]); + float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]); + + /* distance squared between clipping planes */ + float h_sq = len_squared_v3v3(mid_min, mid_max); + + float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq); + BLI_assert(fac >= 0.0f); + + /* The goal is to get the smallest sphere, + * not the sphere that passes through each corner */ + if (fac > 1.0f) { + fac = 1.0f; + } + + interp_v3_v3v3(bsphere->center, mid_min, mid_max, fac); + + /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */ + bsphere->radius = len_v3v3(bsphere->center, bbox.vec[1]); + } + else { + /* Perspective with asymmetrical frustum. */ + + /* We put the sphere center on the line that goes from origin + * to the center of the far clipping plane. */ + /* Detect which of the corner of the far clipping plane is the farthest to the origin */ float nfar[4]; /* most extreme far point in NDC space */ float farxy[2]; /* farpoint projection onto the near plane */ @@ -483,24 +525,10 @@ static void draw_clipping_setup_from_view(void) bsphere->center[1] = farcenter[1] * z/e; bsphere->center[2] = z; bsphere->radius = len_v3v3(bsphere->center, farpoint); - } - else { - /* Orthographic */ - /* The most extreme points on the near and far plane. (normalized device coords) */ - float nearpoint[3] = {-1.0f, -1.0f, -1.0f}; - float farpoint[3] = { 1.0f, 1.0f, 1.0f}; - mul_project_m4_v3(projinv, nearpoint); - mul_project_m4_v3(projinv, farpoint); - - /* just use median point */ - mid_v3_v3v3(bsphere->center, farpoint, nearpoint); - bsphere->radius = len_v3v3(bsphere->center, farpoint); + /* Transform to world space. */ + mul_m4_v3(viewinv, bsphere->center); } - - /* Transform to world space. */ - mul_m4_v3(viewinv, bsphere->center); - } /* Return True if the given BoundSphere intersect the current view frustum */ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs