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Properly scale the the bounding sphere for frustum culling
[libs/gl.git] / source / scene.cpp
1 #include <msp/datafile/collection.h>
2 #include "animatedobject.h"
3 #include "camera.h"
4 #include "renderer.h"
5 #include "scene.h"
6
7 using namespace std;
8
9 namespace Msp {
10 namespace GL {
11
12 Scene::~Scene()
13 {
14         for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
15                 delete *i;
16 }
17
18 void Scene::render(const Tag &tag) const
19 {
20         Renderer renderer(0);
21         render(renderer, tag);
22 }
23
24 bool Scene::setup_frustum(const Renderer &renderer) const
25 {
26         const Camera *camera = renderer.get_camera();
27         if(!camera)
28                 return false;
29
30         culling_matrix = renderer.get_matrix();
31
32         if(camera->is_orthographic())
33         {
34                 float h = camera->get_orthographic_height();
35                 frustum_edges[0] = Vector4(0, 1, 0, -h);
36                 frustum_edges[1] = Vector4(0, -1, 0, -h);
37
38                 float w = camera->get_orthographic_width();
39                 frustum_edges[2] = Vector4(1, 0, 0, -w);
40                 frustum_edges[3] = Vector4(-1, 0, 0, -w);
41         }
42         else
43         {
44                 float y = tan(camera->get_field_of_view()/2.0f);
45                 float s = sqrt(y*y+1);
46                 frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
47                 frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
48
49                 float x = y*camera->get_aspect();
50                 s = sqrt(x*x+1);
51                 frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
52                 frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
53         }
54
55         frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
56         frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
57
58         return true;
59 }
60
61 bool Scene::frustum_cull(const Renderable &renderable) const
62 {
63         const Matrix *matrix = renderable.get_matrix();
64         const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
65         if(!matrix || !bsphere)
66                 return false;
67
68         Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
69         Vector4 x_axis = *matrix*Vector4(bsphere->get_radius(), 0.0f, 0.0f, 0.0f);
70         float radius_sq = inner_product(x_axis, x_axis);
71
72         for(unsigned i=0; i<6; ++i)
73         {
74                 float distance = inner_product(center, frustum_edges[i]);
75                 if(distance>0 && distance*distance>radius_sq)
76                         return true;
77         }
78
79         return false;
80 }
81
82
83 Scene::Loader::Loader(Scene &s, Collection &c):
84         DataFile::CollectionObjectLoader<Scene>(s, &c)
85 {
86         add("object", &Loader::object);
87 }
88
89 void Scene::Loader::object(const string &n)
90 {
91         RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
92         load_sub(*anob);
93         obj.add(*anob);
94         obj.owned_data.push_back(anob.release());
95 }
96
97 } // namespace GL
98 } // namespace Msp