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scene.cpp
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scene.cpp
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#include "scene.h"
#include <cassert>
Scene::Scene() : m_root(0), m_camera(0)
{
InitDefaultPerspective(1, 1);
}
Scene::~Scene()
{
}
void Scene::Update(float elapsedTime)
{
if(m_root)
{
m_params.SetCamera(m_camera);
m_root->InternalUpdate(elapsedTime, m_params);
if(m_camera)
m_camera->Update(elapsedTime);
}
}
bool Scene::Render(Shader* defaultShader, Texture* defaultTexture)
{
assert(defaultShader);
if(m_root)
{
// Prepare render list, sorting objects to render
InitSceneParams(defaultShader, defaultTexture);
SceneNode::RenderList m_renderList;
m_root->InternalPrepareRender(m_renderList, m_projection, m_camera ? m_camera->GetMatrix() : Matrix4f::IDENTITY, m_params);
// Render!
//std::cout << "======================" << std::endl;
InitSceneParams(defaultShader, defaultTexture);
for(SceneNode::RenderList::const_iterator it = m_renderList.begin(); it != m_renderList.end(); ++it)
{
SceneNode* node = it->second->GetNode();
//std::cout << node->GetName() << " (sortkey=" << std::hex << it->first.GetValue() << ")" << std::endl;
node->InternalRender(it->second, m_params);
}
Shader::Disable();
}
return true;
}
void Scene::SetRoot(SceneNode* node)
{
m_root = node;
}
SceneNode* Scene::GetRoot() const
{
return m_root;
}
void Scene::KeyPressEvent(unsigned char key)
{
if(m_camera)
m_camera->KeyPressEvent(key);
}
void Scene::KeyReleaseEvent(unsigned char key)
{
if(m_camera)
m_camera->KeyReleaseEvent(key);
}
void Scene::MouseMoveEvent(int x, int y)
{
if(m_camera)
m_camera->MouseMoveEvent(x, y);
}
void Scene::MousePressEvent(const MOUSE_BUTTON &button, int x, int y)
{
if(m_camera)
m_camera->MousePressEvent(button, x, y);
}
void Scene::MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y)
{
if(m_camera)
m_camera->MouseReleaseEvent(button, x, y);
}
void Scene::WindowFocusEvent(bool hasFocus)
{
if(m_camera)
m_camera->WindowFocusEvent(hasFocus);
}
void Scene::WindowResizeEvent(int width, int height)
{
if(m_camera)
m_camera->WindowResizeEvent(width, height);
m_params.SetWidth(width);
m_params.SetHeight(height);
InitDefaultPerspective(width, height);
}
SceneParams& Scene::GetParams()
{
return m_params;
}
void Scene::SetCamera(Camera* camera)
{
m_camera = camera;
}
Camera* Scene::GetCamera()
{
return m_camera;
}
const Matrix4f& Scene::GetDefaultPerspective() const
{
return m_projection;
}
bool Scene::InitDefaultPerspective(int width, int height)
{
m_projection.SetPerspectiveProjection(90.f, (float)width / (float)height, 0.01f, 5000.0f);
return true;
}
void Scene::InitSceneParams(Shader* defaultShader, Texture* defaultTexture)
{
m_params.SetDefaultTexture(defaultTexture);
m_params.SetCurrentTexture(0);
m_params.SetDefaultShader(defaultShader);
m_params.SetCurrentShader(0);
m_params.SetCamera(m_camera);
}