]> git.tdb.fi Git - libs/gl.git/blobdiff - source/scene.cpp
Remove the culler abstraction and move frustum culling to Scene
[libs/gl.git] / source / scene.cpp
index 1e72d5dca36285f5664eb8151668fb107a5d0a0e..7896d23d6246830d0f1716beaf830a0cff4e8665 100644 (file)
@@ -1,48 +1,80 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include "object.h"
-#include "objectinstance.h"
+#include <msp/datafile/collection.h>
+#include "animatedobject.h"
+#include "camera.h"
+#include "renderer.h"
 #include "scene.h"
 
+using namespace std;
+
 namespace Msp {
 namespace GL {
 
-void Scene::add(const Renderable &r)
+Scene::~Scene()
 {
-       if(const ObjectInstance *oi = dynamic_cast<const ObjectInstance *>(&r))
-               objects[&oi->get_object()].insert(oi);
-       else
-               renderables.insert(&r);
+       for(list<Renderable *>::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
 {
-       if(const ObjectInstance *oi = dynamic_cast<const ObjectInstance *>(&r))
-       {
-               ObjectMap::iterator i = objects.find(&oi->get_object());
-               if(i!=objects.end())
-               {
-                       i->second.erase(oi);
-                       if(i->second.empty())
-                               objects.erase(i);
-               }
-       }
-       else
-               renderables.erase(&r);
+       Renderer renderer(0);
+       render(renderer, tag);
 }
 
-void Scene::render(const Tag &tag) const
+void Scene::setup_frustum(const Renderer &renderer) const
+{
+       const Camera *camera = renderer.get_camera();
+       if(!camera)
+               return;
+
+       float y = tan(camera->get_field_of_view()/2.0f);
+       float s = sqrt(y*y+1);
+       frustum_edges[0] = Vector3(0, 1/s, y/s);
+       frustum_edges[1] = Vector3(0, -1/s, y/s);
+
+       float x = y*camera->get_aspect();
+       s = sqrt(x*x+1);
+       frustum_edges[2] = Vector3(1/s, 0, x/s);
+       frustum_edges[3] = Vector3(-1/s, 0, x/s);
+}
+
+bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
 {
-       for(ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
-               i->first->render(i->second.begin(), i->second.end(), tag);
+       const Matrix *matrix = renderable.get_matrix();
+       const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
+       const Camera *camera = renderer.get_camera();
+       if(!matrix || !bsphere || !camera)
+               return false;
 
-       for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
-               (*i)->render(tag);
+       Matrix mvm = camera->get_matrix()**matrix;
+       float n = camera->get_near_clip();
+       float f = camera->get_far_clip();
+
+       Vector3 center = mvm*bsphere->get_center();
+       float radius = bsphere->get_radius();
+
+       if(center.z-radius>-n || center.z+radius<-f)
+               return true;
+       for(unsigned i=0; i<4; ++i)
+               if(dot(center, frustum_edges[i])>radius)
+                       return true;
+
+       return false;
+}
+
+
+Scene::Loader::Loader(Scene &s, Collection &c):
+       DataFile::CollectionObjectLoader<Scene>(s, &c)
+{
+       add("object", &Loader::object);
+}
+
+void Scene::Loader::object(const string &n)
+{
+       RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
+       load_sub(*anob);
+       obj.add(*anob);
+       obj.owned_data.push_back(anob.release());
 }
 
 } // namespace GL