-#include <algorithm>
+#include <msp/core/algorithm.h>
#include "camera.h"
#include "mesh.h"
#include "occludedscene.h"
void OccludedScene::add(Renderable &r)
{
- renderables.insert(&r);
- cache_dirty = true;
+ auto i = lower_bound(content, &r);
+ if(i==content.end() || *i!=&r)
+ {
+ content.insert(i, &r);
+ cache_dirty = true;
+ }
}
void OccludedScene::remove(Renderable &r)
{
- renderables.erase(&r);
- cache_dirty = true;
+ auto i = lower_bound(content, &r);
+ if(i!=content.end() && *i==&r)
+ {
+ content.erase(i);
+ cache_dirty = true;
+ }
}
void OccludedScene::populate_cache() const
if(!cache_dirty)
return;
- if(queries.get_size()<renderables.size())
- queries.resize(renderables.size());
- if(occluded_cache.size()<renderables.size())
- occluded_cache.resize(renderables.size());
+ if(queries.get_size()<content.size())
+ queries.resize(content.size());
+ if(occluded_cache.size()<content.size())
+ occluded_cache.resize(content.size());
auto j = occluded_cache.begin();
- for(Renderable *r: renderables)
+ for(Renderable *r: content)
j++->renderable = r;
for(; j!=occluded_cache.end(); ++j)
{
void OccludedScene::render(Renderer &renderer, Tag tag) const
{
- if(renderables.empty())
+ if(content.empty())
return;
populate_cache();
if(!camera)
{
for(const OccludedRenderable &o: occluded_cache)
- renderer.render(*o.renderable, tag);
+ o.renderable->render(renderer, tag);
return;
}
i->occluder = true;
if(i->occluder)
- renderer.render(*i->renderable, tag);
+ i->renderable->render(renderer, tag);
}
// Move all objects within the frustum to the beginning of the array
- for(auto i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
+ for(auto i=occluded_cache.begin(), j=i+content.size()-1; i!=j; )
{
if(i->in_frustum)
++i;
// Render anything that has a chance of being visible
for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
- renderer.render(*i->renderable, tag);
+ i->renderable->render(renderer, tag);
}
} // namespace GL