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Remove the culler abstraction and move frustum culling to Scene
[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 void Scene::setup_frustum(const Renderer &renderer) const
25 {
26         const Camera *camera = renderer.get_camera();
27         if(!camera)
28                 return;
29
30         float y = tan(camera->get_field_of_view()/2.0f);
31         float s = sqrt(y*y+1);
32         frustum_edges[0] = Vector3(0, 1/s, y/s);
33         frustum_edges[1] = Vector3(0, -1/s, y/s);
34
35         float x = y*camera->get_aspect();
36         s = sqrt(x*x+1);
37         frustum_edges[2] = Vector3(1/s, 0, x/s);
38         frustum_edges[3] = Vector3(-1/s, 0, x/s);
39 }
40
41 bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
42 {
43         const Matrix *matrix = renderable.get_matrix();
44         const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
45         const Camera *camera = renderer.get_camera();
46         if(!matrix || !bsphere || !camera)
47                 return false;
48
49         Matrix mvm = camera->get_matrix()**matrix;
50         float n = camera->get_near_clip();
51         float f = camera->get_far_clip();
52
53         Vector3 center = mvm*bsphere->get_center();
54         float radius = bsphere->get_radius();
55
56         if(center.z-radius>-n || center.z+radius<-f)
57                 return true;
58         for(unsigned i=0; i<4; ++i)
59                 if(dot(center, frustum_edges[i])>radius)
60                         return true;
61
62         return false;
63 }
64
65
66 Scene::Loader::Loader(Scene &s, Collection &c):
67         DataFile::CollectionObjectLoader<Scene>(s, &c)
68 {
69         add("object", &Loader::object);
70 }
71
72 void Scene::Loader::object(const string &n)
73 {
74         RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
75         load_sub(*anob);
76         obj.add(*anob);
77         obj.owned_data.push_back(anob.release());
78 }
79
80 } // namespace GL
81 } // namespace Msp