+#include <msp/datafile/collection.h>
+#include "animatedobject.h"
+#include "culler.h"
#include "renderer.h"
#include "scene.h"
+using namespace std;
+
namespace Msp {
namespace GL {
+Scene::~Scene()
+{
+ for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
+}
+
+void Scene::add_culler(Culler &c)
+{
+ 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);
+}
+
void Scene::render(const Tag &tag) const
{
Renderer renderer(0);
render(renderer, tag);
}
+void Scene::setup_cullers(const Renderer &renderer) const
+{
+ for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
+ (*i)->setup_pass(renderer);
+}
+
+bool Scene::cull(const Renderer &renderer, const Renderable &renderable) const
+{
+ for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
+ if((*i)->cull(renderer, renderable))
+ 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