X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Fzsortedscene.cpp;h=9c56f26e8ca39a3f583f836fd0ede67fb5922b33;hb=ea708c5b2fad7e5a9f1787fa1422bcf7fab69dc4;hp=dd5f1f3ac701f727cd81b67b44f153eaa99d6282;hpb=0fa506250545acb83bc86f1734826544d6f1eda6;p=libs%2Fgl.git diff --git a/source/render/zsortedscene.cpp b/source/render/zsortedscene.cpp index dd5f1f3a..9c56f26e 100644 --- a/source/render/zsortedscene.cpp +++ b/source/render/zsortedscene.cpp @@ -1,3 +1,4 @@ +#include #include "camera.h" #include "renderer.h" #include "zsortedscene.h" @@ -9,14 +10,23 @@ namespace GL { 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); + if(!sorted_cache.empty()) + sorted_cache.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) @@ -31,10 +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()); } } @@ -53,7 +63,7 @@ void ZSortedScene::finish_frame() void ZSortedScene::render(Renderer &renderer, Tag tag) const { - if(renderables.empty()) + if(content.empty()) return; populate_cache(); @@ -71,10 +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;