]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/occludedscene.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / render / occludedscene.cpp
index 81af42b3598e1f1cdc7054d0dabc8d41b29a05b9..cb37a60e924eb266624f5762e0a990c0e23c5a2d 100644 (file)
@@ -1,4 +1,4 @@
-#include <algorithm>
+#include <msp/core/algorithm.h>
 #include "camera.h"
 #include "mesh.h"
 #include "occludedscene.h"
@@ -13,25 +13,30 @@ namespace GL {
 
 OccludedScene::OccludedScene():
        bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
-       bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
-       no_depth_write(LEQUAL, false),
-       occluder_min_size(0.25f),
-       queries(OCCLUSION_QUERY, 0),
-       cache_dirty(false)
+       bounding_shader(Resources::get_global().get<Program>("occluder.glsl.shader")),
+       queries(OCCLUSION_QUERY, 0)
 {
        no_color_write.write_mask = WRITE_NONE;
 }
 
 void OccludedScene::add(Renderable &r)
 {
-       renderables.insert(&r);
-       cache_dirty = true;
+       auto i = lower_bound(content, &r);
+       if(i==content.end() || *i!=&r)
+       {
+               content.insert(i, &r);
+               cache_dirty = true;
+       }
 }
 
 void OccludedScene::remove(Renderable &r)
 {
-       renderables.erase(&r);
-       cache_dirty = true;
+       auto i = lower_bound(content, &r);
+       if(i!=content.end() && *i==&r)
+       {
+               content.erase(i);
+               cache_dirty = true;
+       }
 }
 
 void OccludedScene::populate_cache() const
@@ -39,13 +44,13 @@ void OccludedScene::populate_cache() const
        if(!cache_dirty)
                return;
 
-       if(queries.get_size()<renderables.size())
-               queries.resize(renderables.size());
-       if(occluded_cache.size()<renderables.size())
-               occluded_cache.resize(renderables.size());
+       if(queries.get_size()<content.size())
+               queries.resize(content.size());
+       if(occluded_cache.size()<content.size())
+               occluded_cache.resize(content.size());
 
        auto j = occluded_cache.begin();
-       for(Renderable *r: renderables)
+       for(Renderable *r: content)
                j++->renderable = r;
        for(; j!=occluded_cache.end(); ++j)
        {
@@ -71,7 +76,7 @@ void OccludedScene::finish_frame()
 
 void OccludedScene::render(Renderer &renderer, Tag tag) const
 {
-       if(renderables.empty())
+       if(content.empty())
                return;
 
        populate_cache();
@@ -80,7 +85,7 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
        if(!camera)
        {
                for(const OccludedRenderable &o: occluded_cache)
-                       renderer.render(*o.renderable, tag);
+                       o.renderable->render(renderer, tag);
                return;
        }
 
@@ -90,10 +95,9 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
        float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
 
        // Perform frustum culling and render any major occluders
-       bool use_frustum = setup_frustum(renderer);
        for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
        {
-               i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
+               i->in_frustum = camera->is_in_frustum(*i->renderable);
                if(!i->in_frustum)
                        continue;
 
@@ -110,11 +114,11 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
                        i->occluder = true;
 
                if(i->occluder)
-                       renderer.render(*i->renderable, tag);
+                       i->renderable->render(renderer, tag);
        }
 
        // Move all objects within the frustum to the beginning of the array
-       for(auto i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
+       for(auto i=occluded_cache.begin(), j=i+content.size()-1; i!=j; )
        {
                if(i->in_frustum)
                        ++i;
@@ -138,7 +142,7 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
                        {
                                QueryPool::Activate activate_query(renderer, queries, i-occluded_cache.begin());
                                Renderer::Push push2(renderer);
-                               renderer.transform(Matrix(*i->renderable->get_matrix())
+                               renderer.set_matrix(Matrix(*i->renderable->get_matrix())
                                        .translate(i->bounding_sphere->get_center())
                                        .scale(i->bounding_sphere->get_radius()));
                                bounding_mesh.draw(renderer);
@@ -148,16 +152,8 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
        // Render anything that has a chance of being visible
        for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
                if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
-                       renderer.render(*i->renderable, tag);
+                       i->renderable->render(renderer, tag);
 }
 
-
-OccludedScene::OccludedRenderable::OccludedRenderable():
-       renderable(0),
-       bounding_sphere(0),
-       in_frustum(false),
-       occluder(false)
-{ }
-
 } // namespace GL
 } // namespace Msp