- 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());
+ culling_matrix = renderer.get_matrix();
+
+ if(camera->is_orthographic())
+ {
+ float h = camera->get_orthographic_height();
+ frustum_edges[0] = Vector4(0, 1, 0, -h);
+ frustum_edges[1] = Vector4(0, -1, 0, -h);
+
+ float w = camera->get_orthographic_width();
+ frustum_edges[2] = Vector4(1, 0, 0, -w);
+ frustum_edges[3] = Vector4(-1, 0, 0, -w);
+ }
+ else
+ {
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect_ratio();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
+ }
+
+ frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
+ frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());