1 #include <msp/core/algorithm.h>
4 #include "zsortedscene.h"
11 void ZSortedScene::add(Renderable &r)
13 auto i = lower_bound(content, &r);
14 if(i==content.end() || *i!=&r)
16 content.insert(i, &r);
17 for(auto &kvp: sorted_cache)
18 kvp.second.push_back(&r);
22 void ZSortedScene::remove(Renderable &r)
24 auto i = lower_bound(content, &r);
25 if(i!=content.end() && *i==&r)
32 void ZSortedScene::set_order(SortOrder o)
37 void ZSortedScene::set_reference(DepthReference r)
42 void ZSortedScene::setup_frame(Renderer &renderer)
44 for(Renderable *r: content)
45 r->setup_frame(renderer);
48 void ZSortedScene::finish_frame()
50 for(Renderable *r: content)
54 void ZSortedScene::render(Renderer &renderer, Tag tag) const
59 const Camera *camera = renderer.get_camera();
62 for(Renderable *r: content)
63 r->render(renderer, tag);
67 vector<SortedRenderable> &cache = sorted_cache[camera];
68 if(cache.empty() && !content.empty())
70 cache.reserve(content.size());
71 cache.insert(cache.end(), content.begin(), content.end());
74 const Vector3 &camera_pos = camera->get_position();
75 const Vector3 &look_dir = camera->get_look_direction();
76 float radius_factor = reference-1.0f;
77 float sign = 1.0f-order*2.0f;
79 for(SortedRenderable &r: cache)
81 r.in_frustum = camera->is_in_frustum(*r.renderable);
85 if(const Matrix *matrix = r.renderable->get_matrix())
87 if(const Geometry::BoundingSphere<float, 3> *bsphere = r.renderable->get_bounding_sphere())
88 r.depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
90 r.depth = dot(*matrix*Vector3()-camera_pos, look_dir);
97 for(auto i=cache.begin(), j=i; i!=cache.end(); ++i)
103 if(j!=cache.begin() && *j<*(j-1))
105 SortedRenderable sr = *j;
108 while(k!=cache.begin() && sr<*(k-1))
119 for(auto i=cache.begin(); (i!=cache.end() && i->in_frustum); ++i)
120 i->renderable->render(renderer, tag);