Fix rBb31ebd8c5c55: the asymmetric furstrum algorithm was still incorrect.
Although somewhat less micro efficient, I decided to separate the `viewinv` matrix to calculate the world position separately. This makes it easier to understand the code.
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@ -384,100 +384,55 @@ void DRW_state_clip_planes_reset(void)
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/** \name Clipping (DRW_clipping)
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* \{ */
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/* Extract the 8 corners (world space).
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/* Extract the 8 corners from a Projection Matrix.
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* Although less accurate, this solution can be simplified as follows:
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* BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
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* for (int i = 0; i < 8; i++) {mul_project_m4_v3(viewprojinv, bbox.vec[i]);}
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* for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, bbox.vec[i]);}
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*/
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static void draw_frustum_boundbox_calc(
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const float (*projmat)[4], const float (*viewinv)[4], BoundBox *r_bbox)
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static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbox)
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{
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float screenvecs[3][3], loc[3], near, far, w_half, h_half;
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float near, far, left, right, bottom, top;
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bool is_persp = projmat[3][3] == 0.0f;
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copy_m3_m4(screenvecs, viewinv);
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copy_v3_v3(loc, viewinv[3]);
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/* get the values of the minimum and maximum clipping planes distances
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* and half the width and height of the nearplane rectangle. */
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if (is_persp) {
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near = projmat[3][2] / (projmat[2][2] - 1.0f);
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far = projmat[3][2] / (projmat[2][2] + 1.0f);
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w_half = near / projmat[0][0];
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h_half = near / projmat[1][1];
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float w_half = near / projmat[0][0];
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float h_half = near / projmat[1][1];
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left = projmat[2][0] - w_half;
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right = projmat[2][0] + w_half;
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bottom = projmat[2][1] - h_half;
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top = projmat[2][1] + h_half;
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}
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else {
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near = (projmat[3][2] + 1.0f) / projmat[2][2];
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far = (projmat[3][2] - 1.0f) / projmat[2][2];
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w_half = 1.0f / projmat[0][0];
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h_half = 1.0f / projmat[1][1];
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left = (-1.0f - projmat[3][0]) / projmat[0][0];
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right = (1.0f - projmat[3][0]) / projmat[0][0];
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bottom = (-1.0f - projmat[3][1]) / projmat[1][1];
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top = (1.0f - projmat[3][1]) / projmat[1][1];
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}
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/* With vectors aligned to the screen, reconstruct
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* the near plane from the dimensions obtained earlier. */
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float mid[3], hor[3], ver[3];
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mul_v3_v3fl(hor, screenvecs[0], w_half);
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mul_v3_v3fl(ver, screenvecs[1], h_half);
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madd_v3_v3v3fl(mid, loc, screenvecs[2], -near);
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/* The case below is for non-symmetric frustum. */
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if (is_persp) {
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madd_v3_v3fl(mid, hor, projmat[2][0]);
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madd_v3_v3fl(mid, ver, projmat[2][1]);
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}
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else {
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madd_v3_v3fl(mid, hor, -projmat[3][0]);
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madd_v3_v3fl(mid, ver, -projmat[3][1]);
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}
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r_bbox->vec[0][0] = mid[0] - ver[0] - hor[0];
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r_bbox->vec[0][1] = mid[1] - ver[1] - hor[1];
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r_bbox->vec[0][2] = mid[2] - ver[2] - hor[2];
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r_bbox->vec[3][0] = mid[0] + ver[0] - hor[0];
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r_bbox->vec[3][1] = mid[1] + ver[1] - hor[1];
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r_bbox->vec[3][2] = mid[2] + ver[2] - hor[2];
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r_bbox->vec[7][0] = mid[0] + ver[0] + hor[0];
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r_bbox->vec[7][1] = mid[1] + ver[1] + hor[1];
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r_bbox->vec[7][2] = mid[2] + ver[2] + hor[2];
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r_bbox->vec[4][0] = mid[0] - ver[0] + hor[0];
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r_bbox->vec[4][1] = mid[1] - ver[1] + hor[1];
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r_bbox->vec[4][2] = mid[2] - ver[2] + hor[2];
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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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r_bbox->vec[1][2] = r_bbox->vec[2][2] = r_bbox->vec[6][2] = r_bbox->vec[5][2] = -far;
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r_bbox->vec[0][0] = r_bbox->vec[3][0] = left;
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r_bbox->vec[4][0] = r_bbox->vec[7][0] = right;
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r_bbox->vec[0][1] = r_bbox->vec[4][1] = bottom;
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r_bbox->vec[7][1] = r_bbox->vec[3][1] = top;
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/* Get the coordinates of the far plane. */
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if (is_persp) {
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float sca_far = far / near;
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mid[0] = mid[0] + (mid[0] - loc[0]) * sca_far;
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mid[1] = mid[1] + (mid[1] - loc[1]) * sca_far;
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mid[2] = mid[2] + (mid[2] - loc[2]) * sca_far;
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mul_v3_fl(hor, sca_far);
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mul_v3_fl(ver, sca_far);
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}
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else {
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madd_v3_v3v3fl(mid, loc, screenvecs[2], -far);
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/* Non-symmetric frustum. */
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madd_v3_v3fl(mid, hor, -projmat[3][0]);
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madd_v3_v3fl(mid, ver, -projmat[3][1]);
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left *= sca_far;
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bottom *= sca_far;
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right *= sca_far;
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top *= sca_far;
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}
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r_bbox->vec[1][0] = mid[0] - ver[0] - hor[0];
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r_bbox->vec[1][1] = mid[1] - ver[1] - hor[1];
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r_bbox->vec[1][2] = mid[2] - ver[2] - hor[2];
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r_bbox->vec[2][0] = mid[0] + ver[0] - hor[0];
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r_bbox->vec[2][1] = mid[1] + ver[1] - hor[1];
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r_bbox->vec[2][2] = mid[2] + ver[2] - hor[2];
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r_bbox->vec[6][0] = mid[0] + ver[0] + hor[0];
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r_bbox->vec[6][1] = mid[1] + ver[1] + hor[1];
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r_bbox->vec[6][2] = mid[2] + ver[2] + hor[2];
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r_bbox->vec[5][0] = mid[0] - ver[0] + hor[0];
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r_bbox->vec[5][1] = mid[1] - ver[1] + hor[1];
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r_bbox->vec[5][2] = mid[2] - ver[2] + hor[2];
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r_bbox->vec[1][0] = r_bbox->vec[2][0] = left;
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r_bbox->vec[6][0] = r_bbox->vec[5][0] = right;
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r_bbox->vec[1][1] = r_bbox->vec[5][1] = bottom;
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r_bbox->vec[2][1] = r_bbox->vec[6][1] = top;
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}
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static void draw_clipping_setup_from_view(void)
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@ -495,11 +450,15 @@ static void draw_clipping_setup_from_view(void)
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#if 0 /* It has accuracy problems. */
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BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
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for (int i = 0; i < 8; i++) {
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mul_project_m4_v3(DST.view_data.matstate.mat[DRW_MAT_PERSINV], bbox.vec[i]);
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mul_project_m4_v3(projinv, bbox.vec[i]);
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}
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#else
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draw_frustum_boundbox_calc(projmat, viewinv, &bbox);
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draw_frustum_boundbox_calc(projmat, &bbox);
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#endif
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/* Transform into world space. */
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for (int i = 0; i < 8; i++) {
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mul_m4_v3(viewinv, bbox.vec[i]);
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}
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/* Compute clip planes using the world space frustum corners. */
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for (int p = 0; p < 6; p++) {
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