reference(FURTHEST)
{ }
-void ZSortedScene::add(const Renderable &r)
+void ZSortedScene::add(Renderable &r)
{
if(renderables.insert(&r).second && !sorted_cache.empty())
sorted_cache.push_back(&r);
}
-void ZSortedScene::remove(const Renderable &r)
+void ZSortedScene::remove(Renderable &r)
{
renderables.erase(&r);
sorted_cache.clear();
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);
+}
+
+void ZSortedScene::finish_frame()
+{
+ for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+ i->renderable->finish_frame();
+}
+
void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
{
if(renderables.empty())
return;
+ populate_cache();
+
const Camera *camera = renderer.get_camera();
if(!camera)
{
- for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- renderer.render(**i, tag);
+ for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+ renderer.render(*i->renderable, tag);
return;
}
- if(sorted_cache.empty())
- {
- sorted_cache.reserve(renderables.size());
- sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.end());
- }
-
const Vector3 &camera_pos = camera->get_position();
const Vector3 &look_dir = camera->get_look_direction();
float radius_factor = reference-1.0f;
}
-ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r):
+ZSortedScene::SortedRenderable::SortedRenderable(Renderable *r):
renderable(r),
in_frustum(false),
depth(0.0f)