+++ /dev/null
-#include "camera.h"
-#include "renderer.h"
-#include "zsortedscene.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-ZSortedScene::ZSortedScene():
- order(BACK_TO_FRONT),
- reference(FURTHEST)
-{ }
-
-void ZSortedScene::set_order(SortOrder o)
-{
- order = o;
-}
-
-void ZSortedScene::set_reference(DepthReference r)
-{
- reference = r;
-}
-
-void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
-{
- const Camera *camera = renderer.get_camera();
- if(!camera)
- return SimpleScene::render(renderer, tag);
-
- std::vector<DepthRenderable> sorted_renderables;
- sorted_renderables.reserve(renderables.size());
-
- 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(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if(!use_frustum || !frustum_cull(**i))
- {
- float z = 0;
- if(const Matrix *model_matrix = (*i)->get_matrix())
- {
- if(const Geometry::BoundingSphere<float, 3> *bsphere = (*i)->get_bounding_sphere())
- z = dot(*model_matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
- else
- z = dot(*model_matrix*Vector3()-camera_pos, look_dir);
- }
- sorted_renderables.push_back(DepthRenderable(z*sign, *i));
- }
-
- sort(sorted_renderables.begin(), sorted_renderables.end());
-
- for(vector<DepthRenderable>::const_iterator i=sorted_renderables.begin(); i!=sorted_renderables.end(); ++i)
- i->renderable->render(renderer, tag);
-}
-
-
-ZSortedScene::DepthRenderable::DepthRenderable(float d, const Renderable *r):
- depth(d),
- renderable(r)
-{ }
-
-} // namespace GL
-} // namespace Msp