]> git.tdb.fi Git - libs/gl.git/blobdiff - source/scene.cpp
Keep track of which components have been set in Transform
[libs/gl.git] / source / scene.cpp
index 7896d23d6246830d0f1716beaf830a0cff4e8665..e6c62e802f8c9672fafce477d3eae50c9f2efaac 100644 (file)
@@ -11,69 +11,101 @@ namespace GL {
 
 Scene::~Scene()
 {
-       for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+       for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
                delete *i;
 }
 
-void Scene::render(const Tag &tag) const
-{
-       Renderer renderer(0);
-       render(renderer, tag);
-}
-
-void Scene::setup_frustum(const Renderer &renderer) const
+bool 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);
+               return false;
 
-       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);
+       culling_matrix = renderer.get_matrix();
+
+       if(camera->is_orthographic())
+       {
+               float h = camera->get_orthographic_height();
+               frustum_edges[0] = Vector4(0, 1, 0, -h);
+               frustum_edges[1] = Vector4(0, -1, 0, -h);
+
+               float w = camera->get_orthographic_width();
+               frustum_edges[2] = Vector4(1, 0, 0, -w);
+               frustum_edges[3] = Vector4(-1, 0, 0, -w);
+       }
+       else
+       {
+               float y = tan(camera->get_field_of_view()/2.0f);
+               float s = sqrt(y*y+1);
+               frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
+               frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
+
+               float x = y*camera->get_aspect_ratio();
+               s = sqrt(x*x+1);
+               frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
+               frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
+       }
+
+       frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
+       frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
+
+       return true;
 }
 
-bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
+bool Scene::frustum_cull(const Renderable &renderable) const
 {
        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)
+       if(!matrix || !bsphere)
                return false;
 
-       Matrix mvm = camera->get_matrix()**matrix;
-       float n = camera->get_near_clip();
-       float f = camera->get_far_clip();
+       Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
+       Vector3 x_axis = (matrix->column(0)*bsphere->get_radius()).slice<3>(0);
+       float radius_sq = inner_product(x_axis, x_axis);
 
-       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)
+       for(unsigned i=0; i<6; ++i)
+       {
+               float distance = inner_product(center, frustum_edges[i]);
+               if(distance>0 && distance*distance>radius_sq)
                        return true;
+       }
 
        return false;
 }
 
 
 Scene::Loader::Loader(Scene &s, Collection &c):
-       DataFile::CollectionObjectLoader<Scene>(s, &c)
+       DataFile::CollectionObjectLoader<Scene>(s, &c),
+       content(0)
+{
+       init();
+}
+
+Scene::Loader::Loader(Scene &s, Collection &c, ContentMap &m):
+       DataFile::CollectionObjectLoader<Scene>(s, &c),
+       content(&m)
+{
+       init();
+}
+
+void Scene::Loader::init()
 {
        add("object", &Loader::object);
+       add("object", &Loader::object_tagged);
 }
 
 void Scene::Loader::object(const string &n)
+{
+       object_tagged(n, string());
+}
+
+void Scene::Loader::object_tagged(const string &n, const string &t)
 {
        RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
        load_sub(*anob);
        obj.add(*anob);
+       if(content && !t.empty())
+               (*content)[t] = anob.get();
        obj.owned_data.push_back(anob.release());
 }