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; } }