#include "objectinstance.h"
#include "scene.h"
-using namespace std;
-
namespace Msp {
namespace GL {
void Scene::add(const Renderable &r)
{
- if(const ObjectInstance *oi=dynamic_cast<const ObjectInstance *>(&r))
+ if(const ObjectInstance *oi = dynamic_cast<const ObjectInstance *>(&r))
objects[&oi->get_object()].insert(oi);
else
renderables.insert(&r);
void Scene::remove(const Renderable &r)
{
- if(const ObjectInstance *oi=dynamic_cast<const ObjectInstance *>(&r))
+ if(const ObjectInstance *oi = dynamic_cast<const ObjectInstance *>(&r))
{
- map<const Object *, set<const ObjectInstance *> >::iterator i=objects.find(&oi->get_object());
+ ObjectMap::iterator i = objects.find(&oi->get_object());
if(i!=objects.end())
{
i->second.erase(oi);
void Scene::render(const Tag &tag) const
{
- for(map<const Object *, set<const ObjectInstance *> >::const_iterator i=objects.begin(); i!=objects.end(); ++i)
- if(i->first->has_pass(tag))
- i->first->render(i->second.begin(), i->second.end(), tag);
+ for(ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
+ i->first->render(i->second.begin(), i->second.end(), tag);
- for(set<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if((*i)->has_pass(tag))
- (*i)->render(tag);
+ for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ (*i)->render(tag);
}
} // namespace GL