]> git.tdb.fi Git - libs/gl.git/blobdiff - source/scene.cpp
Add some accessors to View
[libs/gl.git] / source / scene.cpp
index 20399daff01256e35de5bc87dedeec852dd49131..7d3c167975e7a3c548de29cc5aff782439e46a3a 100644 (file)
@@ -1,10 +1,7 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/datafile/collection.h>
+#include "animatedobject.h"
+#include "camera.h"
+#include "renderer.h"
 #include "scene.h"
 
 using namespace std;
@@ -12,21 +9,78 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-void Scene::add(const Renderable &r)
+Scene::~Scene()
 {
-       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
 {
-       renderables.erase(&r);
+       Renderer renderer(0);
+       render(renderer, tag);
 }
 
-void Scene::render(const Tag &tag) const
+bool Scene::setup_frustum(const Renderer &renderer) const
+{
+       const Camera *camera = renderer.get_camera();
+       if(!camera)
+               return false;
+
+       const Matrix &matrix = camera->get_object_matrix();
+
+       float y = tan(camera->get_field_of_view()/2.0f);
+       float s = sqrt(y*y+1);
+       frustum_edges[0] = matrix*Vector4(0, 1/s, y/s, 0);
+       frustum_edges[1] = matrix*Vector4(0, -1/s, y/s, 0);
+
+       float x = y*camera->get_aspect();
+       s = sqrt(x*x+1);
+       frustum_edges[2] = matrix*Vector4(1/s, 0, x/s, 0);
+       frustum_edges[3] = matrix*Vector4(-1/s, 0, x/s, 0);
+
+       const Vector3 &camera_pos = camera->get_position();
+       Vector4 pos4 = compose(camera_pos, 0.0f);
+       for(unsigned i=0; i<4; ++i)
+               frustum_edges[i].w = -inner_product(frustum_edges[i], pos4);
+
+       const Vector3 &look_dir = camera->get_look_direction();
+       frustum_edges[4] = compose(look_dir, -dot(camera_pos, look_dir)-camera->get_far_clip());
+       frustum_edges[5] = compose(-look_dir, dot(camera_pos, look_dir)+camera->get_near_clip());
+
+       return true;
+}
+
+bool Scene::frustum_cull(const Renderable &renderable) const
+{
+       const Matrix *matrix = renderable.get_matrix();
+       const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
+       if(!matrix || !bsphere)
+               return false;
+
+       Vector4 center = *matrix*compose(bsphere->get_center(), 1.0f);
+       float radius = bsphere->get_radius();
+
+       for(unsigned i=0; i<6; ++i)
+               if(inner_product(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)
 {
-       for(set<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
-               if((*i)->has_pass(tag))
-                       (*i)->render(tag);
+       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