]> 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 7d3c167975e7a3c548de29cc5aff782439e46a3a..e6c62e802f8c9672fafce477d3eae50c9f2efaac 100644 (file)
@@ -11,42 +11,43 @@ 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);
-}
-
 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());
+       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;
 }
@@ -58,28 +59,53 @@ bool Scene::frustum_cull(const Renderable &renderable) const
        if(!matrix || !bsphere)
                return false;
 
-       Vector4 center = *matrix*compose(bsphere->get_center(), 1.0f);
-       float radius = bsphere->get_radius();
+       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);
 
        for(unsigned i=0; i<6; ++i)
-               if(inner_product(center, frustum_edges[i])>radius)
+       {
+               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());
 }