-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2011 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::render(const Tag &tag) const
+Scene::~Scene()
+{
+ for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
+}
+
+bool Scene::setup_frustum(const Renderer &renderer) const
+{
+ 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_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::Loader::Loader(Scene &s, Collection &c):
+ DataFile::CollectionObjectLoader<Scene>(s, &c),
+ content(0)
+{
+ init();
+}
+
+Scene::Loader::Loader(Scene &s, Collection &c, ContentMap &m):
+ DataFile::CollectionObjectLoader<Scene>(s, &c),
+ content(&m)
+{
+ init();
+}
+
+void Scene::Loader::init()
+{
+ add("object", &Loader::object);
+ add("object", &Loader::object_tagged);
+}
+
+void Scene::Loader::object(const string &n)
+{
+ object_tagged(n, string());
+}
+
+void Scene::Loader::object_tagged(const string &n, const string &t)
{
- Renderer renderer(0);
- render(renderer, tag);
+ RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
+ load_sub(*anob);
+ obj.add(*anob);
+ if(content && !t.empty())
+ (*content)[t] = anob.get();
+ obj.owned_data.push_back(anob.release());
}
} // namespace GL