+#include <msp/core/algorithm.h>
#include "camera.h"
#include "renderer.h"
#include "zsortedscene.h"
namespace Msp {
namespace GL {
-ZSortedScene::ZSortedScene():
- order(BACK_TO_FRONT),
- reference(FURTHEST)
-{ }
-
void ZSortedScene::add(Renderable &r)
{
- if(renderables.insert(&r).second && !sorted_cache.empty())
- sorted_cache.push_back(&r);
+ auto i = lower_bound(content, &r);
+ if(i==content.end() || *i!=&r)
+ {
+ content.insert(i, &r);
+ for(auto &kvp: sorted_cache)
+ kvp.second.push_back(&r);
+ }
}
void ZSortedScene::remove(Renderable &r)
{
- renderables.erase(&r);
- sorted_cache.clear();
+ auto i = lower_bound(content, &r);
+ if(i!=content.end() && *i==&r)
+ {
+ content.erase(i);
+ sorted_cache.clear();
+ }
}
void ZSortedScene::set_order(SortOrder o)
reference = r;
}
-void ZSortedScene::populate_cache() const
-{
- if(sorted_cache.empty() && !renderables.empty())
- {
- sorted_cache.reserve(renderables.size());
- sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.end());
- }
-}
-
void ZSortedScene::setup_frame(Renderer &renderer)
{
- populate_cache();
- for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
- i->renderable->setup_frame(renderer);
+ for(Renderable *r: content)
+ r->setup_frame(renderer);
}
void ZSortedScene::finish_frame()
{
- for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
- i->renderable->finish_frame();
+ for(Renderable *r: content)
+ r->finish_frame();
}
void ZSortedScene::render(Renderer &renderer, Tag tag) const
{
- if(renderables.empty())
+ if(content.empty())
return;
- populate_cache();
-
const Camera *camera = renderer.get_camera();
if(!camera)
{
- for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
- renderer.render(*i->renderable, tag);
+ for(Renderable *r: content)
+ r->render(renderer, tag);
return;
}
+ vector<SortedRenderable> &cache = sorted_cache[camera];
+ if(cache.empty() && !content.empty())
+ {
+ cache.reserve(content.size());
+ cache.insert(cache.end(), content.begin(), content.end());
+ }
+
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(SortedArray::iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+ for(SortedRenderable &r: cache)
{
- i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
- if(!i->in_frustum)
+ r.in_frustum = camera->is_in_frustum(*r.renderable);
+ if(!r.in_frustum)
continue;
- if(const Matrix *matrix = i->renderable->get_matrix())
+ if(const Matrix *matrix = r.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;
+ if(const Geometry::BoundingSphere<float, 3> *bsphere = r.renderable->get_bounding_sphere())
+ r.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;
+ r.depth = dot(*matrix*Vector3()-camera_pos, look_dir);
+ r.depth *= sign;
}
else
- i->depth = 0;
+ r.depth = 0;
}
- for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
+ for(auto i=cache.begin(), j=i; i!=cache.end(); ++i)
if(i->in_frustum)
{
if(i!=j)
swap(*i, *j);
- if(j!=sorted_cache.begin() && *j<*(j-1))
+ if(j!=cache.begin() && *j<*(j-1))
{
SortedRenderable sr = *j;
- SortedArray::iterator k = j-1;
+ auto k = j-1;
*j = *k;
- while(k!=sorted_cache.begin() && sr<*(k-1))
+ while(k!=cache.begin() && sr<*(k-1))
{
*k = *(k-1);
--k;
++j;
}
- for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
- renderer.render(*i->renderable, tag);
+ for(auto i=cache.begin(); (i!=cache.end() && i->in_frustum); ++i)
+ i->renderable->render(renderer, tag);
}
-
-ZSortedScene::SortedRenderable::SortedRenderable(Renderable *r):
- renderable(r),
- in_frustum(false),
- depth(0.0f)
-{ }
-
} // namespace GL
} // namespace Msp