-#include "camera.h"
-#include "frustumculler.h"
-#include "renderable.h"
-#include "renderer.h"
-
-#include <msp/io/print.h>
-
-namespace Msp {
-namespace GL {
-
-void FrustumCuller::setup_pass(const Renderer &renderer)
-{
- 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);
- edges[0] = Vector3(0, 1/s, y/s);
- edges[1] = Vector3(0, -1/s, y/s);
-
- float x = y*camera->get_aspect();
- s = sqrt(x*x+1);
- edges[2] = Vector3(1/s, 0, x/s);
- edges[3] = Vector3(-1/s, 0, x/s);
-}
-
-bool FrustumCuller::cull(const Renderer &renderer, 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)
- 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();
- 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, edges[i])>radius)
- return true;
-
- return false;
-}
-
-} // namespace GL
-} // namespace Msp