]> git.tdb.fi Git - libs/gl.git/blobdiff - source/scene.cpp
Remove the culler abstraction and move frustum culling to Scene
[libs/gl.git] / source / scene.cpp
index f233a09b31ea39324324db15c11586b789e8be99..7896d23d6246830d0f1716beaf830a0cff4e8665 100644 (file)
@@ -1,6 +1,6 @@
 #include <msp/datafile/collection.h>
 #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<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;
 }