-#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(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);
}
} // namespace GL