reference(FURTHEST)
{ }
+void ZSortedScene::add(const Renderable &r)
+{
+ if(renderables.insert(&r).second && !sorted_cache.empty())
+ sorted_cache.push_back(&r);
+}
+
+void ZSortedScene::remove(const Renderable &r)
+{
+ renderables.erase(&r);
+ sorted_cache.clear();
+}
+
void ZSortedScene::set_order(SortOrder o)
{
order = o;
void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
{
+ if(renderables.empty())
+ return;
+
const Camera *camera = renderer.get_camera();
if(!camera)
- return SimpleScene::render(renderer, tag);
-
- const Matrix &view_matrix = camera->get_matrix();
+ {
+ for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ renderer.render(**i, tag);
+ return;
+ }
- std::vector<DepthRenderable> sorted_renderables;
- sorted_renderables.reserve(renderables.size());
+ if(sorted_cache.empty())
+ {
+ sorted_cache.reserve(renderables.size());
+ sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.end());
+ }
- float radius_factor = 1.0f-reference;
- float sign = order*2.0f-1.0f;
+ const Vector3 &camera_pos = camera->get_position();
+ const Vector3 &look_dir = camera->get_look_direction();
+ float radius_factor = reference-1.0f;
+ float sign = 1.0f-order*2.0f;
bool use_frustum = setup_frustum(renderer);
- for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if(!use_frustum || !frustum_cull(**i))
+ for(SortedArray::iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+ {
+ i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
+ if(!i->in_frustum)
+ continue;
+
+ if(const Matrix *matrix = i->renderable->get_matrix())
+ {
+ if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
+ i->depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
+ else
+ i->depth = dot(*matrix*Vector3()-camera_pos, look_dir);
+ i->depth *= sign;
+ }
+ else
+ i->depth = 0;
+ }
+
+ for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
+ if(i->in_frustum)
{
- float z = 0;
- if(const Matrix *model_matrix = (*i)->get_matrix())
+ if(i!=j)
+ swap(*i, *j);
+
+ if(j!=sorted_cache.begin() && *j<*(j-1))
{
- if(const Geometry::BoundingSphere<float, 3> *bsphere = (*i)->get_bounding_sphere())
- z = (view_matrix**model_matrix*compose(bsphere->get_center(), 1.0f)).z+bsphere->get_radius()*radius_factor;
- else
- z = (view_matrix**model_matrix*Vector4(0.0f, 0.0f, 0.0f, 1.0f)).z;
+ SortedRenderable sr = *j;
+ SortedArray::iterator k = j-1;
+ *j = *k;
+ while(k!=sorted_cache.begin() && sr<*(k-1))
+ {
+ *k = *(k-1);
+ --k;
+ }
+ *k = sr;
}
- sorted_renderables.push_back(DepthRenderable(z*sign, *i));
- }
- sort(sorted_renderables.begin(), sorted_renderables.end());
+ ++j;
+ }
- for(vector<DepthRenderable>::const_iterator i=sorted_renderables.begin(); i!=sorted_renderables.end(); ++i)
- i->renderable->render(renderer, tag);
+ for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
+ renderer.render(*i->renderable, tag);
}
-ZSortedScene::DepthRenderable::DepthRenderable(float d, const Renderable *r):
- depth(d),
- renderable(r)
+ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r):
+ renderable(r),
+ in_frustum(false),
+ depth(0.0f)
{ }
} // namespace GL