#include <msp/fs/utils.h>
#include <msp/strings/format.h>
#include "camera.h"
+#include "instancearray.h"
#include "objectinstance.h"
#include "occludedscene.h"
#include "orderedscene.h"
namespace Msp {
namespace GL {
-bool Scene::setup_frustum(const Renderer &renderer) const
-{
- const Camera *camera = renderer.get_camera();
- if(!camera)
- return false;
-
- culling_matrix = camera->get_view_matrix()*renderer.get_matrix();
-
- if(camera->is_orthographic())
- {
- float h = camera->get_orthographic_height();
- frustum_edges[0] = Vector4(0, 1, 0, -h);
- frustum_edges[1] = Vector4(0, -1, 0, -h);
-
- float w = camera->get_orthographic_width();
- frustum_edges[2] = Vector4(1, 0, 0, -w);
- frustum_edges[3] = Vector4(-1, 0, 0, -w);
- }
- else
- {
- 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_ratio();
- 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::frustum_cull(const Renderable &renderable) const
-{
- 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));
- Vector3 x_axis = (matrix->column(0)*bsphere->get_radius()).slice<3>(0);
- float radius_sq = inner_product(x_axis, x_axis);
-
- for(unsigned i=0; i<6; ++i)
- {
- float distance = inner_product(center, frustum_edges[i]);
- if(distance>0 && distance*distance>radius_sq)
- return true;
- }
-
- return false;
-}
-
Scene::GenericLoader::TypeRegistry &Scene::get_scene_registry()
{
static Scene::GenericLoader::TypeRegistry registry;
}
+unsigned Scene::Loader::inline_counter = 0;
+
Scene::Loader::Loader(Scene &s, Collection &c, ContentMap *m):
DataFile::CollectionObjectLoader<Scene>(s, &c),
- content(m),
- inst_counter(0)
+ content(m)
{
+ add("array", &Loader::array);
add("object", &Loader::object);
add("object", &Loader::object_tagged);
add("scene", &Loader::scene);
+ add("scene", &Loader::scene_inline);
+}
+
+void Scene::Loader::array(const string &n)
+{
+ RefPtr<InstanceArray<> > arr = new InstanceArray<>(get_collection().get<GL::Object>(n));
+ load_sub(*arr);
+ get_collection().add(format("_scene_array_%d.array", ++inline_counter), arr.get());
+ obj.add(*arr.release());
}
void Scene::Loader::object(const string &n)
{
RefPtr<ObjectInstance> inst = new ObjectInstance(get_collection().get<GL::Object>(n));
load_sub(*inst);
- get_collection().add(format("%s/%d.inst", FS::basename(get_source()), inst_counter++), inst.get());
+ get_collection().add(format("_scene_object_%d.inst", ++inline_counter), inst.get());
if(content && !t.empty())
(*content)[t] = inst.get();
obj.add(*inst.release());
obj.add(get_collection().get<Scene>(n));
}
+void Scene::Loader::scene_inline()
+{
+ GenericLoader ldr(get_collection());
+ load_sub_with(ldr);
+ Scene *scene = ldr.store_object(get_collection(), format("_scene_%d.scene", ++inline_counter));
+ obj.add(*scene);
+}
+
} // namespace GL
} // namespace Msp