#include <msp/datafile/collection.h>
#include "animatedobject.h"
-#include "culler.h"
+#include "camera.h"
#include "renderer.h"
#include "scene.h"
delete *i;
}
-void Scene::add_culler(Culler &c)
-{
- cullers.push_back(&c);
-}
-
-void Scene::remove_culler(Culler &c)
-{
- list<Culler *>::iterator i = find(cullers.begin(), cullers.end(), &c);
- if(i!=cullers.end())
- cullers.erase(i);
-}
-
void Scene::render(const Tag &tag) const
{
Renderer renderer(0);
render(renderer, tag);
}
-void Scene::setup_cullers(const Renderer &renderer) const
+void Scene::setup_frustum(const Renderer &renderer) const
{
- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- (*i)->setup_pass(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);
+ frustum_edges[0] = Vector3(0, 1/s, y/s);
+ frustum_edges[1] = Vector3(0, -1/s, y/s);
+
+ 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);
}
-bool Scene::cull(const Renderer &renderer, const Renderable &renderable) const
+bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
{
- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- if((*i)->cull(renderer, renderable))
+ 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, frustum_edges[i])>radius)
return true;
+
return false;
}