-#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);
+ for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
}
-void Scene::remove_culler(Culler &c)
+bool Scene::setup_frustum(const Renderer &renderer) const
{
- list<Culler *>::iterator i = find(cullers.begin(), cullers.end(), &c);
- if(i!=cullers.end())
- cullers.erase(i);
+ const Camera *camera = renderer.get_camera();
+ if(!camera)
+ return false;
+
+ culling_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();
+ 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;
}
-void Scene::render(const Tag &tag) const
+bool Scene::frustum_cull(const Renderable &renderable) const
{
- Renderer renderer(0);
- render(renderer, tag);
+ 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));
+ Vector4 x_axis = *matrix*Vector4(bsphere->get_radius(), 0.0f, 0.0f, 0.0f);
+ 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;
}
-void Scene::setup_cullers(const Renderer &renderer) const
+
+Scene::Loader::Loader(Scene &s, Collection &c):
+ DataFile::CollectionObjectLoader<Scene>(s, &c)
{
- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- (*i)->setup_frame(renderer);
+ add("object", &Loader::object);
}
-bool Scene::cull(const Renderer &renderer, const Renderable &renderable) const
+void Scene::Loader::object(const string &n)
{
- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- if((*i)->cull(renderer, renderable))
- return true;
- return false;
+ 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