X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fscene.cpp;h=7d3c167975e7a3c548de29cc5aff782439e46a3a;hp=7896d23d6246830d0f1716beaf830a0cff4e8665;hb=3919a742c65783a9ebce05a88427bdcd8f6a6c92;hpb=802832425b02be7b3ccb7d585fe63f4b68b5275f diff --git a/source/scene.cpp b/source/scene.cpp index 7896d23d..7d3c1679 100644 --- a/source/scene.cpp +++ b/source/scene.cpp @@ -21,42 +21,48 @@ void Scene::render(const Tag &tag) const 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; + 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] = Vector3(0, 1/s, y/s); - frustum_edges[1] = Vector3(0, -1/s, y/s); + 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] = Vector3(1/s, 0, x/s); - frustum_edges[3] = Vector3(-1/s, 0, x/s); + 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; } -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 *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 = *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;