-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/datafile/collection.h>
+#include "animatedobject.h"
+#include "camera.h"
+#include "renderer.h"
#include "scene.h"
using namespace std;
namespace Msp {
namespace GL {
-void Scene::add(const Renderable &r)
+Scene::~Scene()
{
- renderables.insert(&r);
+ for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
}
-void Scene::remove(const Renderable &r)
+void Scene::render(const Tag &tag) const
{
- renderables.erase(&r);
+ Renderer renderer(0);
+ render(renderer, tag);
}
-void Scene::render(const Tag &tag) const
+bool Scene::setup_frustum(const Renderer &renderer) const
+{
+ const Camera *camera = renderer.get_camera();
+ if(!camera)
+ return false;
+
+ const Matrix &matrix = camera->get_object_matrix();
+
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = matrix*Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = matrix*Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = matrix*Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = matrix*Vector4(-1/s, 0, x/s, 0);
+
+ const Vector3 &camera_pos = camera->get_position();
+ Vector4 pos4 = compose(camera_pos, 0.0f);
+ for(unsigned i=0; i<4; ++i)
+ frustum_edges[i].w = -inner_product(frustum_edges[i], pos4);
+
+ const Vector3 &look_dir = camera->get_look_direction();
+ frustum_edges[4] = compose(look_dir, -dot(camera_pos, look_dir)-camera->get_far_clip());
+ frustum_edges[5] = compose(-look_dir, dot(camera_pos, look_dir)+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 = *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)
{
- for(set<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if((*i)->has_pass(tag))
- (*i)->render(tag);
+ 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