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authorSven Göthel <[email protected]>2024-01-19 06:11:46 +0100
committerSven Göthel <[email protected]>2024-01-19 06:11:46 +0100
commit5cca51e32999a882e2a5f00cb45ecafc824ffd86 (patch)
tree0266df911dc3e39a68def66fc355d18c01c0433e /src/demos
parent1040bed4ecc6f4598ea459f1073a9240583fc3c3 (diff)
Frustum: Revise code and its Plane definition to support Cube->Frustum as well as to extract planes for float[] vec4-shader uniforms.
commit 1040bed4ecc6f4598ea459f1073a9240583fc3c3 added AABBox -> Cube -> Frustum mapping (incomplete) and requires Frustum.Plane.set(..) by normal and point-on-plane for distance. Frustum.isOutside(Cube) has been added, testing all its 8-points similar to AABBox. Further all 6 Frustum.Plane shall be extracted to Vec4f and float[], the latter to pass the whole float[4*6] as a vec4[6] uniform array to the shader. +++ Constructor, setter and getter have been adjusted accordingly. Most of the loops have been unrolled. +++ Method names to query Frustum, i.e. 'is*Outside(<Type>)' have been reduced to 'isOutside(<Type>)' where <Type> uniquely indenticates the purpose. Hence only 'isSphereOutside()' is left over.
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