]> git.tdb.fi Git - libs/gl.git/blobdiff - source/zsortedscene.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / zsortedscene.cpp
diff --git a/source/zsortedscene.cpp b/source/zsortedscene.cpp
deleted file mode 100644 (file)
index 5cbd202..0000000
+++ /dev/null
@@ -1,67 +0,0 @@
-#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);
-
-       const Matrix &view_matrix = camera->get_matrix();
-
-       std::vector<DepthRenderable> sorted_renderables;
-       sorted_renderables.reserve(renderables.size());
-
-       float radius_factor = 1.0f-reference;
-       float sign = order*2.0f-1.0f;
-
-       setup_cullers(renderer);
-       for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
-               if(!cull(renderer, **i))
-               {
-                       float z = 0;
-                       if(const Matrix *model_matrix = (*i)->get_matrix())
-                       {
-                               if(const Geometry::BoundingSphere<float, 3> *bsphere = (*i)->get_bounding_sphere())
-                                       z = (view_matrix**model_matrix*compose(bsphere->get_center(), 1.0f)).z+bsphere->get_radius()*radius_factor;
-                               else
-                                       z = (view_matrix**model_matrix*Vector4(0.0f, 0.0f, 0.0f, 1.0f)).z;
-                       }
-                       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