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[libs/gl.git] / source / render / scene.cpp
1 #include <msp/datafile/collection.h>
2 #include "camera.h"
3 #include "objectinstance.h"
4 #include "occludedscene.h"
5 #include "orderedscene.h"
6 #include "renderer.h"
7 #include "scene.h"
8 #include "simplescene.h"
9 #include "zsortedscene.h"
10
11 using namespace std;
12
13 namespace Msp {
14 namespace GL {
15
16 Scene::~Scene()
17 {
18         for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
19                 delete *i;
20 }
21
22 bool Scene::setup_frustum(const Renderer &renderer) const
23 {
24         const Camera *camera = renderer.get_camera();
25         if(!camera)
26                 return false;
27
28         culling_matrix = camera->get_view_matrix()*renderer.get_matrix();
29
30         if(camera->is_orthographic())
31         {
32                 float h = camera->get_orthographic_height();
33                 frustum_edges[0] = Vector4(0, 1, 0, -h);
34                 frustum_edges[1] = Vector4(0, -1, 0, -h);
35
36                 float w = camera->get_orthographic_width();
37                 frustum_edges[2] = Vector4(1, 0, 0, -w);
38                 frustum_edges[3] = Vector4(-1, 0, 0, -w);
39         }
40         else
41         {
42                 float y = tan(camera->get_field_of_view()/2.0f);
43                 float s = sqrt(y*y+1);
44                 frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
45                 frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
46
47                 float x = y*camera->get_aspect_ratio();
48                 s = sqrt(x*x+1);
49                 frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
50                 frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
51         }
52
53         frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
54         frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
55
56         return true;
57 }
58
59 bool Scene::frustum_cull(const Renderable &renderable) const
60 {
61         const Matrix *matrix = renderable.get_matrix();
62         const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
63         if(!matrix || !bsphere)
64                 return false;
65
66         Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
67         Vector3 x_axis = (matrix->column(0)*bsphere->get_radius()).slice<3>(0);
68         float radius_sq = inner_product(x_axis, x_axis);
69
70         for(unsigned i=0; i<6; ++i)
71         {
72                 float distance = inner_product(center, frustum_edges[i]);
73                 if(distance>0 && distance*distance>radius_sq)
74                         return true;
75         }
76
77         return false;
78 }
79
80 Scene::SceneRegistry &Scene::get_scene_registry()
81 {
82         static SceneRegistry registry;
83         static bool initialized = false;
84         if(!initialized)
85         {
86                 initialized = true;
87                 register_type<SimpleScene>("simple");
88                 register_type<ZSortedScene>("zsorted");
89                 register_type<OrderedScene>("ordered");
90                 register_type<OccludedScene>("occluded");
91         }
92         return registry;
93 }
94
95
96 Scene::Loader::Loader(Scene &s, Collection &c):
97         DataFile::CollectionObjectLoader<Scene>(s, &c),
98         content(0)
99 {
100         init();
101 }
102
103 Scene::Loader::Loader(Scene &s, Collection &c, ContentMap &m):
104         DataFile::CollectionObjectLoader<Scene>(s, &c),
105         content(&m)
106 {
107         init();
108 }
109
110 void Scene::Loader::init()
111 {
112         add("object", &Loader::object);
113         add("object", &Loader::object_tagged);
114         add("scene", &Loader::scene);
115 }
116
117 void Scene::Loader::object(const string &n)
118 {
119         object_tagged(n, string());
120 }
121
122 void Scene::Loader::object_tagged(const string &n, const string &t)
123 {
124         RefPtr<ObjectInstance> inst = new ObjectInstance(get_collection().get<GL::Object>(n));
125         load_sub(*inst);
126         obj.add(*inst);
127         if(content && !t.empty())
128                 (*content)[t] = inst.get();
129         obj.owned_data.push_back(inst.release());
130 }
131
132 void Scene::Loader::scene(const string &n)
133 {
134         obj.add(get_collection().get<Scene>(n));
135 }
136
137
138 DataFile::Loader::ActionMap Scene::GenericLoader::shared_actions;
139
140 Scene::GenericLoader::GenericLoader(DataFile::Collection &c):
141         coll(c),
142         scene(0),
143         scene_loader(0)
144 {
145         set_actions(shared_actions);
146 }
147
148 Scene::GenericLoader::~GenericLoader()
149 {
150         delete scene;
151         delete scene_loader;
152 }
153
154 void Scene::GenericLoader::init_actions()
155 {
156         add("type", &GenericLoader::type);
157 }
158
159 void Scene::GenericLoader::type(const DataFile::Symbol &sym)
160 {
161         get_scene_registry().invoke(sym.name, *this);
162 }
163
164 } // namespace GL
165 } // namespace Msp