X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Fscene.cpp;fp=source%2Fscene.cpp;h=7896d23d6246830d0f1716beaf830a0cff4e8665;hb=802832425b02be7b3ccb7d585fe63f4b68b5275f;hp=f233a09b31ea39324324db15c11586b789e8be99;hpb=856ed578b7b7b79f2156b3e2b94bdea31d8fe2db;p=libs%2Fgl.git diff --git a/source/scene.cpp b/source/scene.cpp index f233a09b..7896d23d 100644 --- a/source/scene.cpp +++ b/source/scene.cpp @@ -1,6 +1,6 @@ #include #include "animatedobject.h" -#include "culler.h" +#include "camera.h" #include "renderer.h" #include "scene.h" @@ -15,35 +15,50 @@ Scene::~Scene() delete *i; } -void Scene::add_culler(Culler &c) -{ - cullers.push_back(&c); -} - -void Scene::remove_culler(Culler &c) -{ - list::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::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::const_iterator i=cullers.begin(); i!=cullers.end(); ++i) - if((*i)->cull(renderer, renderable)) + const Matrix *matrix = renderable.get_matrix(); + const Geometry::BoundingSphere *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; }