/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef __CULLING_H__ #define __CULLING_H__ #include #include // open space includes #include #include #include #include namespace openspace { using namespace glm; class Chunk; class ChunkCuller { public: virtual void update() { } virtual bool isCullable(const Chunk& chunk, const RenderData& renderData) = 0; }; class FrustumCuller : public ChunkCuller { public: FrustumCuller(const AABB3 viewFrustum); ~FrustumCuller(); virtual bool isCullable(const Chunk& chunk, const RenderData& renderData); private: const AABB3 _viewFrustum; }; //In the current implementation of the horizon culling and the distance to the //camera, the closer the ellipsoid is to a //sphere, the better this will make the splitting. Using the minimum radius to //be safe. This means that if the ellipsoid has high difference between radii, //splitting might accur even though it is not needed. class HorizonCuller : public ChunkCuller { public: HorizonCuller(); ~HorizonCuller(); virtual bool isCullable(const Chunk& chunk, const RenderData& renderData); bool isCullable(const Vec3& cameraPosition, const Vec3& globePosition, const Vec3& objectPosition, Scalar objectBoundingSphereRadius, Scalar minimumGlobeRadius); }; } // namespace openspace #endif // __CULLING_H__