feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
Per-landblock frustum culling for the streaming renderer. Extracts
6 normalized view-frustum planes from a View×Projection matrix using
the standard Gribb-Hartmann method. IsAabbVisible tests the AABB's
most-positive vertex against each plane — conservative (no false
negatives) and zero-allocation.
Key implementation note: System.Numerics.Matrix4x4 uses ROW-VECTOR
convention (clip = worldPos * VP), so Gribb-Hartmann must operate on
the COLUMNS of the matrix (not rows). The spec's row-based pseudocode
assumed column-major (OpenGL) convention; the fix is col4 ± col{1..3}.
7 new tests covering ortho, perspective (front/behind/left/far/
near-straddling), and acdream's actual Z-up camera convention.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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100
src/AcDream.App/Rendering/FrustumCuller.cs
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src/AcDream.App/Rendering/FrustumCuller.cs
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Six normalized view-frustum planes extracted from a View×Projection matrix.
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/// Each plane is represented as (normal.X, normal.Y, normal.Z, distance) where
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/// dot(normal, point) + distance >= 0 means the point is on the visible side.
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/// </summary>
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public readonly struct FrustumPlanes
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{
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public readonly Vector4 Left;
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public readonly Vector4 Right;
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public readonly Vector4 Bottom;
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public readonly Vector4 Top;
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public readonly Vector4 Near;
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public readonly Vector4 Far;
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private FrustumPlanes(Vector4 left, Vector4 right, Vector4 bottom, Vector4 top, Vector4 near, Vector4 far)
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{
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Left = left;
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Right = right;
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Bottom = bottom;
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Top = top;
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Near = near;
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Far = far;
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}
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/// <summary>
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/// Extracts the six frustum planes from a combined View×Projection matrix
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/// using the Gribb-Hartmann method. System.Numerics.Matrix4x4 is row-major,
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/// so rows are accessed directly via M{row}{col} fields.
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/// </summary>
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public static FrustumPlanes FromViewProjection(Matrix4x4 vp)
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{
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// System.Numerics.Matrix4x4 uses ROW-VECTOR convention: clip = worldPos * VP
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// So clip.x = dot(worldPos, col1), clip.w = dot(worldPos, col4), etc.
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// Gribb-Hartmann left plane: clip.x + clip.w >= 0 => dot(worldPos, col1 + col4) >= 0
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// Therefore we must operate on COLUMNS of the matrix (not rows).
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// Column vectors (M{row}{col}, so col1 has elements from col-index=1):
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var col1 = new Vector4(vp.M11, vp.M21, vp.M31, vp.M41);
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var col2 = new Vector4(vp.M12, vp.M22, vp.M32, vp.M42);
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var col3 = new Vector4(vp.M13, vp.M23, vp.M33, vp.M43);
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var col4 = new Vector4(vp.M14, vp.M24, vp.M34, vp.M44);
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// Gribb-Hartmann extraction for row-vector (System.Numerics) convention:
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var left = Normalize(col4 + col1);
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var right = Normalize(col4 - col1);
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var bottom = Normalize(col4 + col2);
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var top = Normalize(col4 - col2);
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var near = Normalize(col4 + col3);
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var far = Normalize(col4 - col3);
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return new FrustumPlanes(left, right, bottom, top, near, far);
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}
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private static Vector4 Normalize(Vector4 plane)
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{
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float length = MathF.Sqrt(plane.X * plane.X + plane.Y * plane.Y + plane.Z * plane.Z);
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return plane / length;
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}
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}
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/// <summary>
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/// Conservative AABB-vs-frustum culling. Zero allocations; suitable for per-frame use.
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/// </summary>
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public static class FrustumCuller
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{
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/// <summary>
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/// Returns true if the axis-aligned bounding box defined by
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/// [min, max] is potentially visible against the given frustum
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/// planes. Conservative: returns true for partial intersections.
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/// Zero allocations; suitable for per-frame use.
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/// </summary>
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public static bool IsAabbVisible(FrustumPlanes planes, Vector3 min, Vector3 max)
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{
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// For each plane, test the AABB's "most-positive vertex" —
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// the corner most in the direction of the plane normal. If
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// that corner is behind the plane, the entire box is outside.
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return TestPlane(planes.Left, min, max)
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&& TestPlane(planes.Right, min, max)
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&& TestPlane(planes.Bottom, min, max)
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&& TestPlane(planes.Top, min, max)
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&& TestPlane(planes.Near, min, max)
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&& TestPlane(planes.Far, min, max);
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}
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private static bool TestPlane(Vector4 plane, Vector3 min, Vector3 max)
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{
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// Pick the corner of the AABB most in the direction of the
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// plane normal (the "positive vertex").
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float px = plane.X >= 0 ? max.X : min.X;
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float py = plane.Y >= 0 ? max.Y : min.Y;
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float pz = plane.Z >= 0 ? max.Z : min.Z;
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// If the positive vertex is behind the plane, the box is
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// fully outside this half-space.
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return plane.X * px + plane.Y * py + plane.Z * pz + plane.W >= 0;
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}
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}
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133
tests/AcDream.Core.Tests/Rendering/FrustumCullerTests.cs
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tests/AcDream.Core.Tests/Rendering/FrustumCullerTests.cs
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering;
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public class FrustumCullerTests
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{
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[Fact]
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public void IdentityVP_EverythingVisible()
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{
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// Identity VP: all planes at infinity, every box is visible.
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// Actually identity VP has degenerate planes — instead use a
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// simple ortho that covers [-1,1]³.
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var vp = Matrix4x4.CreateOrthographic(2f, 2f, 0.1f, 100f);
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var planes = FrustumPlanes.FromViewProjection(vp);
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// Box at origin, well within the frustum.
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Assert.True(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-0.5f, -0.5f, -50f),
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new Vector3(0.5f, 0.5f, -1f)));
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}
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[Fact]
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public void PerspectiveCamera_BoxInFront_Visible()
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{
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var view = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 0),
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new Vector3(0, 0, -1),
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Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 1f, 1f, 1000f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Box directly in front of the camera.
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Assert.True(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-10f, -10f, -100f),
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new Vector3(10f, 10f, -10f)));
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}
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[Fact]
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public void PerspectiveCamera_BoxBehind_NotVisible()
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{
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var view = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 0),
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new Vector3(0, 0, -1),
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Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 1f, 1f, 1000f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Box entirely behind the camera (positive Z).
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Assert.False(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-10f, -10f, 10f),
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new Vector3(10f, 10f, 100f)));
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}
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[Fact]
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public void PerspectiveCamera_BoxFarLeft_NotVisible()
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{
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var view = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 0),
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new Vector3(0, 0, -1),
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Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 1f, 1f, 1000f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Box way off to the left.
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Assert.False(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-1000f, -10f, -50f),
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new Vector3(-500f, 10f, -10f)));
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}
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[Fact]
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public void PerspectiveCamera_BoxStraddlingNearPlane_Visible()
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{
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var view = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 0),
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new Vector3(0, 0, -1),
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Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 1f, 1f, 1000f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Box that straddles the near plane (conservative: visible).
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Assert.True(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-1f, -1f, -2f),
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new Vector3(1f, 1f, 0.5f)));
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}
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[Fact]
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public void PerspectiveCamera_BoxBeyondFarPlane_NotVisible()
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{
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var view = Matrix4x4.CreateLookAt(
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new Vector3(0, 0, 0),
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new Vector3(0, 0, -1),
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Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 1f, 1f, 100f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Box far beyond the far plane.
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Assert.False(FrustumCuller.IsAabbVisible(planes,
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new Vector3(-10f, -10f, -500f),
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new Vector3(10f, 10f, -200f)));
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}
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[Fact]
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public void AcdreamCamera_LandblockInFront_Visible()
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{
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// Simulate acdream's actual camera setup (Z-up, looking +Y,
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// positioned at Holtburg). A landblock-sized AABB at the
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// camera's forward should be visible.
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var view = Matrix4x4.CreateLookAt(
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new Vector3(96f, 96f, 150f), // camera pos (center of a landblock, elevated)
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new Vector3(96f, 288f, 100f), // looking roughly +Y (forward toward next landblock)
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Vector3.UnitZ); // Z-up
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathF.PI / 3f, 16f / 9f, 1f, 5000f);
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var planes = FrustumPlanes.FromViewProjection(view * proj);
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// Landblock-sized AABB 192 units ahead in Y.
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Assert.True(FrustumCuller.IsAabbVisible(planes,
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new Vector3(0f, 192f, 50f),
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new Vector3(192f, 384f, 200f)));
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// Landblock behind the camera (negative Y relative to camera).
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Assert.False(FrustumCuller.IsAabbVisible(planes,
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new Vector3(0f, -384f, 50f),
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new Vector3(192f, -192f, 200f)));
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}
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}
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