X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fscene.cpp;h=7d3c167975e7a3c548de29cc5aff782439e46a3a;hb=9afdf8a0813de5c4d5277b0ccbfe86051af5624e;hp=20399daff01256e35de5bc87dedeec852dd49131;hpb=c6aea1bc1586ffef132e6fffdf99343cb56617db;p=libs%2Fgl.git diff --git a/source/scene.cpp b/source/scene.cpp index 20399daf..7d3c1679 100644 --- a/source/scene.cpp +++ b/source/scene.cpp @@ -1,10 +1,7 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include +#include "animatedobject.h" +#include "camera.h" +#include "renderer.h" #include "scene.h" using namespace std; @@ -12,21 +9,78 @@ using namespace std; namespace Msp { namespace GL { -void Scene::add(const Renderable &r) +Scene::~Scene() { - renderables.insert(&r); + for(list::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 *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(s, &c) +{ + add("object", &Loader::object); +} + +void Scene::Loader::object(const string &n) { - for(set::const_iterator i=renderables.begin(); i!=renderables.end(); ++i) - if((*i)->has_pass(tag)) - (*i)->render(tag); + RefPtr anob = new AnimatedObject(get_collection().get(n)); + load_sub(*anob); + obj.add(*anob); + obj.owned_data.push_back(anob.release()); } } // namespace GL