-#include <algorithm>
+#include <msp/core/algorithm.h>
#include "camera.h"
+#include "mesh.h"
#include "occludedscene.h"
+#include "program.h"
#include "renderer.h"
#include "resources.h"
-#include "sphere.h"
using namespace std;
OccludedScene::OccludedScene():
bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
- bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
- no_depth_write(LEQUAL, false),
- occluder_min_size(0.25f),
- queries(OCCLUSION_QUERY, 0),
- cache_dirty(false)
+ bounding_shader(Resources::get_global().get<Program>("occluder.glsl.shader")),
+ queries(OCCLUSION_QUERY, 0)
{
no_color_write.write_mask = WRITE_NONE;
}
void OccludedScene::add(Renderable &r)
{
- renderables.insert(&r);
- cache_dirty = true;
+ auto i = lower_bound(renderables, &r);
+ if(i==renderables.end() || *i!=&r)
+ {
+ renderables.insert(i, &r);
+ cache_dirty = true;
+ }
}
void OccludedScene::remove(Renderable &r)
{
- renderables.erase(&r);
- cache_dirty = true;
+ auto i = lower_bound(renderables, &r);
+ if(i!=renderables.end() && *i==&r)
+ {
+ renderables.erase(i);
+ cache_dirty = true;
+ }
}
void OccludedScene::populate_cache() const
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
// 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);
}
-
-OccludedScene::OccludedRenderable::OccludedRenderable():
- renderable(0),
- bounding_sphere(0),
- in_frustum(false),
- occluder(false)
-{ }
-
} // namespace GL
} // namespace Msp