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Use DynamicObjectLoader for Material and Scene generic loaders
[libs/gl.git] / source / render / scene.cpp
1 #include <msp/datafile/collection.h>
2 #include <msp/fs/utils.h>
3 #include <msp/strings/format.h>
4 #include "camera.h"
5 #include "objectinstance.h"
6 #include "occludedscene.h"
7 #include "orderedscene.h"
8 #include "renderer.h"
9 #include "scene.h"
10 #include "simplescene.h"
11 #include "zsortedscene.h"
12
13 using namespace std;
14
15 namespace Msp {
16 namespace GL {
17
18 bool Scene::setup_frustum(const Renderer &renderer) const
19 {
20         const Camera *camera = renderer.get_camera();
21         if(!camera)
22                 return false;
23
24         culling_matrix = camera->get_view_matrix()*renderer.get_matrix();
25
26         if(camera->is_orthographic())
27         {
28                 float h = camera->get_orthographic_height();
29                 frustum_edges[0] = Vector4(0, 1, 0, -h);
30                 frustum_edges[1] = Vector4(0, -1, 0, -h);
31
32                 float w = camera->get_orthographic_width();
33                 frustum_edges[2] = Vector4(1, 0, 0, -w);
34                 frustum_edges[3] = Vector4(-1, 0, 0, -w);
35         }
36         else
37         {
38                 float y = tan(camera->get_field_of_view()/2.0f);
39                 float s = sqrt(y*y+1);
40                 frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
41                 frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
42
43                 float x = y*camera->get_aspect_ratio();
44                 s = sqrt(x*x+1);
45                 frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
46                 frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
47         }
48
49         frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
50         frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
51
52         return true;
53 }
54
55 bool Scene::frustum_cull(const Renderable &renderable) const
56 {
57         const Matrix *matrix = renderable.get_matrix();
58         const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
59         if(!matrix || !bsphere)
60                 return false;
61
62         Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
63         Vector3 x_axis = (matrix->column(0)*bsphere->get_radius()).slice<3>(0);
64         float radius_sq = inner_product(x_axis, x_axis);
65
66         for(unsigned i=0; i<6; ++i)
67         {
68                 float distance = inner_product(center, frustum_edges[i]);
69                 if(distance>0 && distance*distance>radius_sq)
70                         return true;
71         }
72
73         return false;
74 }
75
76 Scene::GenericLoader::TypeRegistry &Scene::get_scene_registry()
77 {
78         static Scene::GenericLoader::TypeRegistry registry;
79         static bool initialized = false;
80         if(!initialized)
81         {
82                 initialized = true;
83                 register_type<SimpleScene>("simple");
84                 register_type<ZSortedScene>("zsorted");
85                 register_type<OrderedScene>("ordered");
86                 register_type<OccludedScene>("occluded");
87         }
88         return registry;
89 }
90
91
92 Scene::Loader::Loader(Scene &s, Collection &c, ContentMap *m):
93         DataFile::CollectionObjectLoader<Scene>(s, &c),
94         content(m),
95         inst_counter(0)
96 {
97         add("object", &Loader::object);
98         add("object", &Loader::object_tagged);
99         add("scene", &Loader::scene);
100 }
101
102 void Scene::Loader::object(const string &n)
103 {
104         object_tagged(n, string());
105 }
106
107 void Scene::Loader::object_tagged(const string &n, const string &t)
108 {
109         RefPtr<ObjectInstance> inst = new ObjectInstance(get_collection().get<GL::Object>(n));
110         load_sub(*inst);
111         get_collection().add(format("%s/%d.inst", FS::basename(get_source()), inst_counter++), inst.get());
112         if(content && !t.empty())
113                 (*content)[t] = inst.get();
114         obj.add(*inst.release());
115 }
116
117 void Scene::Loader::scene(const string &n)
118 {
119         obj.add(get_collection().get<Scene>(n));
120 }
121
122 } // namespace GL
123 } // namespace Msp