diff --git a/Rendering/Frustum.cs b/Rendering/Frustum.cs new file mode 100644 index 0000000..720ec3d --- /dev/null +++ b/Rendering/Frustum.cs @@ -0,0 +1,61 @@ +using OpenTK.Mathematics; + +namespace VoxelEngine.Rendering; + +// View-frustum for culling chunk AABBs. Built from a world→clip matrix in this +// engine's row-vector convention (clip = worldPos * view * projection, matching +// the chunk vertex shader). Planes point inward; a point is inside when it is on +// the positive side of all six. +public readonly struct Frustum +{ + // Each Vector4 is (a, b, c, d) for plane a*x + b*y + c*z + d = 0, normalized. + private readonly Vector4 _left, _right, _bottom, _top, _near, _far; + + private Frustum(Vector4 l, Vector4 r, Vector4 b, Vector4 t, Vector4 n, Vector4 f) + { + this._left = l; this._right = r; this._bottom = b; + this._top = t; this._near = n; this._far = f; + } + + // `vp` maps a world-space row vector p to clip space via p * vp. In that + // convention clip.x = p · column0, clip.w = p · column3, etc., so each plane + // is a combination of vp's columns (Gribb–Hartmann, row-vector form). + public static Frustum FromViewProjection(Matrix4 vp) + { + Vector4 c0 = vp.Column0, c1 = vp.Column1, c2 = vp.Column2, c3 = vp.Column3; + return new Frustum( + Normalize(c3 + c0), // left: clip.w + clip.x >= 0 + Normalize(c3 - c0), // right: clip.w - clip.x >= 0 + Normalize(c3 + c1), // bottom: clip.w + clip.y >= 0 + Normalize(c3 - c1), // top: clip.w - clip.y >= 0 + Normalize(c3 + c2), // near: clip.w + clip.z >= 0 (GL NDC z in [-1,1]) + Normalize(c3 - c2)); // far: clip.w - clip.z >= 0 + } + + // True if the axis-aligned box [min,max] is at least partially inside. + public bool Intersects(Vector3 min, Vector3 max) + { + return InsideOrCrossing(this._left, min, max) + && InsideOrCrossing(this._right, min, max) + && InsideOrCrossing(this._bottom, min, max) + && InsideOrCrossing(this._top, min, max) + && InsideOrCrossing(this._near, min, max) + && InsideOrCrossing(this._far, min, max); + } + + // The box is fully outside a plane only if its most-positive vertex (the + // corner farthest along the plane normal) is still behind the plane. + private static bool InsideOrCrossing(Vector4 plane, Vector3 min, Vector3 max) + { + float px = plane.X >= 0 ? max.X : min.X; + float py = plane.Y >= 0 ? max.Y : min.Y; + float pz = plane.Z >= 0 ? max.Z : min.Z; + return plane.X * px + plane.Y * py + plane.Z * pz + plane.W >= 0f; + } + + private static Vector4 Normalize(Vector4 p) + { + float len = new Vector3(p.X, p.Y, p.Z).Length; + return len > 0f ? p / len : p; + } +} diff --git a/VoxelEngine.Tests/FrustumTests.cs b/VoxelEngine.Tests/FrustumTests.cs new file mode 100644 index 0000000..b87e775 --- /dev/null +++ b/VoxelEngine.Tests/FrustumTests.cs @@ -0,0 +1,44 @@ +using OpenTK.Mathematics; +using VoxelEngine.Rendering; +using Xunit; + +namespace VoxelEngine.Tests; + +public class FrustumTests +{ + // Camera at the origin, default yaw -90° → looks down -Z. + private static Frustum MakeFrustum() + { + var cam = new Camera(new Vector3(0, 0, 0), 16f / 9f); + return Frustum.FromViewProjection(cam.GetViewMatrix() * cam.GetProjectionMatrix()); + } + + [Fact] + public void AABBInFront_IsVisible() + { + var f = MakeFrustum(); + Assert.True(f.Intersects(new Vector3(-2, -2, -22), new Vector3(2, 2, -18))); + } + + [Fact] + public void AABBBehindCamera_IsCulled() + { + var f = MakeFrustum(); + Assert.False(f.Intersects(new Vector3(-2, -2, 18), new Vector3(2, 2, 22))); + } + + [Fact] + public void AABBStraddlingCamera_Intersects() + { + var f = MakeFrustum(); + Assert.True(f.Intersects(new Vector3(-2, -2, -5), new Vector3(2, 2, 5))); + } + + [Fact] + public void AABBFarToTheSide_IsCulled() + { + var f = MakeFrustum(); + // Far along +X at a depth in front of the camera — outside horizontal FOV. + Assert.False(f.Intersects(new Vector3(1000, -2, -5), new Vector3(1004, 2, -1))); + } +}