[Bf-blender-cvs] [2b0b4133c8c] blender2.8: DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction.
Germano
noreply at git.blender.org
Mon Apr 16 19:34:53 CEST 2018
Commit: 2b0b4133c8ced3dc569b787873883f44ec9c8979
Author: Germano
Date: Mon Apr 16 14:34:32 2018 -0300
Branches: blender2.8
https://developer.blender.org/rB2b0b4133c8ced3dc569b787873883f44ec9c8979
DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction.
===================================================================
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 d37a8a643f9..0ff5522c109 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -395,23 +395,20 @@ static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbo
bool is_persp = projmat[3][3] == 0.0f;
if (is_persp) {
- float w_half, h_half;
near = projmat[3][2] / (projmat[2][2] - 1.0f);
far = projmat[3][2] / (projmat[2][2] + 1.0f);
- w_half = near / projmat[0][0];
- h_half = near / projmat[1][1];
- left = projmat[2][0] - w_half;
- right = projmat[2][0] + w_half;
- bottom = projmat[2][1] - h_half;
- top = projmat[2][1] + h_half;
+ left = near * (projmat[2][0] - 1.0f) / projmat[0][0];
+ right = near * (projmat[2][0] + 1.0f) / projmat[0][0];
+ bottom = near * (projmat[2][1] - 1.0f) / projmat[1][1];
+ top = near * (projmat[2][1] + 1.0f) / projmat[1][1];
}
else {
- near = (projmat[3][2] + 1.0f) / projmat[2][2];
- far = (projmat[3][2] - 1.0f) / projmat[2][2];
- left = (-1.0f - projmat[3][0]) / projmat[0][0];
- right = (1.0f - projmat[3][0]) / projmat[0][0];
- bottom = (-1.0f - projmat[3][1]) / projmat[1][1];
- top = (1.0f - projmat[3][1]) / projmat[1][1];
+ near = ( projmat[3][2] + 1.0f) / projmat[2][2];
+ far = ( projmat[3][2] - 1.0f) / projmat[2][2];
+ left = (-projmat[3][0] - 1.0f) / projmat[0][0];
+ right = (-projmat[3][0] + 1.0f) / projmat[0][0];
+ bottom = (-projmat[3][1] - 1.0f) / projmat[1][1];
+ top = (-projmat[3][1] + 1.0f) / projmat[1][1];
}
r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near;
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