X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Fzsortedscene.cpp;h=9c56f26e8ca39a3f583f836fd0ede67fb5922b33;hb=ea708c5b2fad7e5a9f1787fa1422bcf7fab69dc4;hp=af3c5b86140823968a12cc19cf36a747fe3b5c1c;hpb=84e0e55710123e54617d342df852007f8b60af24;p=libs%2Fgl.git diff --git a/source/render/zsortedscene.cpp b/source/render/zsortedscene.cpp index af3c5b86..9c56f26e 100644 --- a/source/render/zsortedscene.cpp +++ b/source/render/zsortedscene.cpp @@ -10,10 +10,10 @@ namespace GL { void ZSortedScene::add(Renderable &r) { - auto i = lower_bound(renderables, &r); - if(i==renderables.end() || *i!=&r) + auto i = lower_bound(content, &r); + if(i==content.end() || *i!=&r) { - renderables.insert(i, &r); + content.insert(i, &r); if(!sorted_cache.empty()) sorted_cache.push_back(&r); } @@ -21,10 +21,10 @@ void ZSortedScene::add(Renderable &r) void ZSortedScene::remove(Renderable &r) { - auto i = lower_bound(renderables, &r); - if(i!=renderables.end() && *i==&r) + auto i = lower_bound(content, &r); + if(i!=content.end() && *i==&r) { - renderables.erase(i); + content.erase(i); sorted_cache.clear(); } } @@ -41,10 +41,10 @@ void ZSortedScene::set_reference(DepthReference r) void ZSortedScene::populate_cache() const { - if(sorted_cache.empty() && !renderables.empty()) + if(sorted_cache.empty() && !content.empty()) { - sorted_cache.reserve(renderables.size()); - sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.end()); + sorted_cache.reserve(content.size()); + sorted_cache.insert(sorted_cache.end(), content.begin(), content.end()); } } @@ -63,7 +63,7 @@ void ZSortedScene::finish_frame() void ZSortedScene::render(Renderer &renderer, Tag tag) const { - if(renderables.empty()) + if(content.empty()) return; populate_cache(); @@ -81,10 +81,9 @@ void ZSortedScene::render(Renderer &renderer, Tag tag) const float radius_factor = reference-1.0f; float sign = 1.0f-order*2.0f; - bool use_frustum = setup_frustum(renderer); for(SortedRenderable &r: sorted_cache) { - r.in_frustum = (!use_frustum || !frustum_cull(*r.renderable)); + r.in_frustum = camera->is_in_frustum(*r.renderable); if(!r.in_frustum) continue;