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OpenSpace/modules/globebrowsing/rendering/culling.h

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/*****************************************************************************************
* *
* 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 *
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****************************************************************************************/
#ifndef __CULLING_H__
#define __CULLING_H__
#include <memory>
#include <glm/glm.hpp>
// open space includes
#include <openspace/rendering/renderable.h>
#include <modules/globebrowsing/geodetics/geodetic2.h>
#include <modules/globebrowsing/geodetics/ellipsoid.h>
#include <modules/globebrowsing/rendering/aabb.h>
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__