render(renderer, tag);
}
-void Scene::setup_frustum(const Renderer &renderer) const
+bool Scene::setup_frustum(const Renderer &renderer) const
{
const Camera *camera = renderer.get_camera();
if(!camera)
- return;
-
- float y = tan(camera->get_field_of_view()/2.0f);
- float s = sqrt(y*y+1);
- frustum_edges[0] = Vector3(0, 1/s, y/s);
- frustum_edges[1] = Vector3(0, -1/s, y/s);
+ return false;
- float x = y*camera->get_aspect();
- s = sqrt(x*x+1);
- frustum_edges[2] = Vector3(1/s, 0, x/s);
- frustum_edges[3] = Vector3(-1/s, 0, x/s);
+ 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();
+ 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());
+
+ return true;
}
-bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
+bool Scene::frustum_cull(const Renderable &renderable) const
{
const Matrix *matrix = renderable.get_matrix();
const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
- const Camera *camera = renderer.get_camera();
- if(!matrix || !bsphere || !camera)
+ if(!matrix || !bsphere)
return false;
- Matrix mvm = camera->get_matrix()**matrix;
- float n = camera->get_near_clip();
- float f = camera->get_far_clip();
-
- Vector3 center = mvm*bsphere->get_center();
+ Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
float radius = bsphere->get_radius();
- if(center.z-radius>-n || center.z+radius<-f)
- return true;
- for(unsigned i=0; i<4; ++i)
- if(dot(center, frustum_edges[i])>radius)
+ for(unsigned i=0; i<6; ++i)
+ if(inner_product(center, frustum_edges[i])>radius)
return true;
return false;