Merge pull request #85 from teamfisk/FrustumCulling

Frustum culling
This commit is contained in:
2016-02-10 12:35:24 +01:00
14 changed files with 252 additions and 63 deletions
+8 -4
View File
@@ -1,5 +1,6 @@
#include "Game.h"
#include "Collision/FillOctreeSystem.h"
#include "Collision/FillFrustumOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
@@ -77,9 +78,11 @@ Game::Game(int argc, char* argv[])
m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Create Octrees
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
@@ -102,6 +105,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
@@ -110,7 +114,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);