]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/zsortedscene.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / render / zsortedscene.cpp
index 46b14dbb6a672dbfd044b1ffa7463695e9212244..733e3d084632be8b6215fe25c8b9c0d3cc54b3f7 100644 (file)
@@ -1,3 +1,4 @@
+#include <msp/core/algorithm.h>
 #include "camera.h"
 #include "renderer.h"
 #include "zsortedscene.h"
@@ -7,21 +8,25 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-ZSortedScene::ZSortedScene():
-       order(BACK_TO_FRONT),
-       reference(FURTHEST)
-{ }
-
 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);
+               for(auto &kvp: sorted_cache)
+                       kvp.second.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)
@@ -34,79 +39,73 @@ void ZSortedScene::set_reference(DepthReference r)
        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);
+       for(Renderable *r: content)
+               r->setup_frame(renderer);
 }
 
 void ZSortedScene::finish_frame()
 {
-       for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
-               i->renderable->finish_frame();
+       for(Renderable *r: content)
+               r->finish_frame();
 }
 
-void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
+void ZSortedScene::render(Renderer &renderer, Tag tag) const
 {
-       if(renderables.empty())
+       if(content.empty())
                return;
 
-       populate_cache();
-
        const Camera *camera = renderer.get_camera();
        if(!camera)
        {
-               for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
-                       renderer.render(*i->renderable, tag);
+               for(Renderable *r: content)
+                       r->render(renderer, tag);
                return;
        }
 
+       vector<SortedRenderable> &cache = sorted_cache[camera];
+       if(cache.empty() && !content.empty())
+       {
+               cache.reserve(content.size());
+               cache.insert(cache.end(), content.begin(), content.end());
+       }
+
        const Vector3 &camera_pos = camera->get_position();
        const Vector3 &look_dir = camera->get_look_direction();
        float radius_factor = reference-1.0f;
        float sign = 1.0f-order*2.0f;
 
-       bool use_frustum = setup_frustum(renderer);
-       for(SortedArray::iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+       for(SortedRenderable &r: cache)
        {
-               i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
-               if(!i->in_frustum)
+               r.in_frustum = camera->is_in_frustum(*r.renderable);
+               if(!r.in_frustum)
                        continue;
 
-               if(const Matrix *matrix = i->renderable->get_matrix())
+               if(const Matrix *matrix = r.renderable->get_matrix())
                {
-                       if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
-                               i->depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
+                       if(const Geometry::BoundingSphere<float, 3> *bsphere = r.renderable->get_bounding_sphere())
+                               r.depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
                        else
-                               i->depth = dot(*matrix*Vector3()-camera_pos, look_dir);
-                       i->depth *= sign;
+                               r.depth = dot(*matrix*Vector3()-camera_pos, look_dir);
+                       r.depth *= sign;
                }
                else
-                       i->depth = 0;
+                       r.depth = 0;
        }
 
-       for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
+       for(auto i=cache.begin(), j=i; i!=cache.end(); ++i)
                if(i->in_frustum)
                {
                        if(i!=j)
                                swap(*i, *j);
 
-                       if(j!=sorted_cache.begin() && *j<*(j-1))
+                       if(j!=cache.begin() && *j<*(j-1))
                        {
                                SortedRenderable sr = *j;
-                               SortedArray::iterator k = j-1;
+                               auto k = j-1;
                                *j = *k;
-                               while(k!=sorted_cache.begin() && sr<*(k-1))
+                               while(k!=cache.begin() && sr<*(k-1))
                                {
                                        *k = *(k-1);
                                        --k;
@@ -117,16 +116,9 @@ void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
                        ++j;
                }
 
-       for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
-               renderer.render(*i->renderable, tag);
+       for(auto i=cache.begin(); (i!=cache.end() && i->in_frustum); ++i)
+               i->renderable->render(renderer, tag);
 }
 
-
-ZSortedScene::SortedRenderable::SortedRenderable(Renderable *r):
-       renderable(r),
-       in_frustum(false),
-       depth(0.0f)
-{ }
-
 } // namespace GL
 } // namespace Msp