- for(ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
- i->first->render(i->second.begin(), i->second.end(), tag);
+ const Camera *camera = renderer.get_camera();
+ if(!camera)
+ return false;
+
+ const Matrix &matrix = camera->get_object_matrix();
+
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = matrix*Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = matrix*Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = matrix*Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = matrix*Vector4(-1/s, 0, x/s, 0);
+
+ const Vector3 &camera_pos = camera->get_position();
+ Vector4 pos4 = compose(camera_pos, 0.0f);
+ for(unsigned i=0; i<4; ++i)
+ frustum_edges[i].w = -inner_product(frustum_edges[i], pos4);
+
+ const Vector3 &look_dir = camera->get_look_direction();
+ frustum_edges[4] = compose(look_dir, -dot(camera_pos, look_dir)-camera->get_far_clip());
+ frustum_edges[5] = compose(-look_dir, dot(camera_pos, look_dir)+camera->get_near_clip());
+
+ return true;
+}