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Use a persistent sorted array in ZSortedScene
[libs/gl.git] / source / zsortedscene.cpp
1 #include "camera.h"
2 #include "renderer.h"
3 #include "zsortedscene.h"
4
5 using namespace std;
6
7 namespace Msp {
8 namespace GL {
9
10 ZSortedScene::ZSortedScene():
11         order(BACK_TO_FRONT),
12         reference(FURTHEST)
13 { }
14
15 void ZSortedScene::add(const Renderable &r)
16 {
17         if(renderables.insert(&r).second && !sorted_cache.empty())
18                 sorted_cache.push_back(&r);
19 }
20
21 void ZSortedScene::remove(const Renderable &r)
22 {
23         renderables.erase(&r);
24         sorted_cache.clear();
25 }
26
27 void ZSortedScene::set_order(SortOrder o)
28 {
29         order = o;
30 }
31
32 void ZSortedScene::set_reference(DepthReference r)
33 {
34         reference = r;
35 }
36
37 void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
38 {
39         if(renderables.empty())
40                 return;
41
42         const Camera *camera = renderer.get_camera();
43         if(!camera)
44         {
45                 for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
46                         renderer.render(**i, tag);
47                 return;
48         }
49
50         if(sorted_cache.empty())
51         {
52                 sorted_cache.reserve(renderables.size());
53                 sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.end());
54         }
55
56         const Vector3 &camera_pos = camera->get_position();
57         const Vector3 &look_dir = camera->get_look_direction();
58         float radius_factor = reference-1.0f;
59         float sign = 1.0f-order*2.0f;
60
61         bool use_frustum = setup_frustum(renderer);
62         for(SortedArray::iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
63         {
64                 i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
65                 if(i->in_frustum)
66                 {
67                         if(const Matrix *model_matrix = i->renderable->get_matrix())
68                         {
69                                 if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
70                                         i->depth = dot(*model_matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
71                                 else
72                                         i->depth = dot(*model_matrix*Vector3()-camera_pos, look_dir);
73                                 i->depth *= sign;
74                         }
75                         else
76                                 i->depth = 0;
77                 }
78         }
79
80         for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
81                 if(i->in_frustum)
82                 {
83                         if(i!=j)
84                                 swap(*i, *j);
85
86                         if(j!=sorted_cache.begin() && *j<*(j-1))
87                         {
88                                 SortedRenderable sr = *j;
89                                 SortedArray::iterator k = j-1;
90                                 *j = *k;
91                                 while(k!=sorted_cache.begin() && sr<*(k-1))
92                                 {
93                                         *k = *(k-1);
94                                         --k;
95                                 }
96                                 *k = sr;
97                         }
98
99                         ++j;
100                 }
101
102         for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
103                 renderer.render(*i->renderable, tag);
104 }
105
106
107 ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r):
108         in_frustum(false),
109         depth(0.0f),
110         renderable(r)
111 { }
112
113 } // namespace GL
114 } // namespace Msp