-#include "culler.h"
+#include <msp/datafile/collection.h>
+#include "animatedobject.h"
+#include "camera.h"
#include "renderer.h"
#include "scene.h"
namespace Msp {
namespace GL {
-void Scene::add_culler(Culler &c)
+Scene::~Scene()
{
- 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);
+ for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
}
void Scene::render(const Tag &tag) const
render(renderer, tag);
}
-void Scene::setup_cullers(const Renderer &renderer) const
+bool 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 false;
+
+ culling_matrix = renderer.get_matrix();
+
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
+
+ frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
+ frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
+
+ return true;
}
-bool Scene::cull(const Renderer &renderer, const Renderable &renderable) const
+bool Scene::frustum_cull(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();
+ if(!matrix || !bsphere)
+ return false;
+
+ Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
+ float radius = bsphere->get_radius();
+
+ for(unsigned i=0; i<6; ++i)
+ if(inner_product(center, frustum_edges[i])>radius)
return true;
+
return false;
}
+
+Scene::Loader::Loader(Scene &s, Collection &c):
+ DataFile::CollectionObjectLoader<Scene>(s, &c)
+{
+ add("object", &Loader::object);
+}
+
+void Scene::Loader::object(const string &n)
+{
+ RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
+ load_sub(*anob);
+ obj.add(*anob);
+ obj.owned_data.push_back(anob.release());
+}
+
} // namespace GL
} // namespace Msp