]> 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 709c5c2..0000000
+++ /dev/null
@@ -1,114 +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::add(const Renderable &r)
-{
-       if(renderables.insert(&r).second && !sorted_cache.empty())
-               sorted_cache.push_back(&r);
-}
-
-void ZSortedScene::remove(const Renderable &r)
-{
-       renderables.erase(&r);
-       sorted_cache.clear();
-}
-
-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
-{
-       if(renderables.empty())
-               return;
-
-       const Camera *camera = renderer.get_camera();
-       if(!camera)
-       {
-               for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
-                       renderer.render(**i, tag);
-               return;
-       }
-
-       if(sorted_cache.empty())
-       {
-               sorted_cache.reserve(renderables.size());
-               sorted_cache.insert(sorted_cache.end(), renderables.begin(), renderables.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)
-       {
-               i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
-               if(i->in_frustum)
-               {
-                       if(const Matrix *model_matrix = i->renderable->get_matrix())
-                       {
-                               if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
-                                       i->depth = dot(*model_matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
-                               else
-                                       i->depth = dot(*model_matrix*Vector3()-camera_pos, look_dir);
-                               i->depth *= sign;
-                       }
-                       else
-                               i->depth = 0;
-               }
-       }
-
-       for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
-               if(i->in_frustum)
-               {
-                       if(i!=j)
-                               swap(*i, *j);
-
-                       if(j!=sorted_cache.begin() && *j<*(j-1))
-                       {
-                               SortedRenderable sr = *j;
-                               SortedArray::iterator k = j-1;
-                               *j = *k;
-                               while(k!=sorted_cache.begin() && sr<*(k-1))
-                               {
-                                       *k = *(k-1);
-                                       --k;
-                               }
-                               *k = sr;
-                       }
-
-                       ++j;
-               }
-
-       for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
-               renderer.render(*i->renderable, tag);
-}
-
-
-ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r):
-       in_frustum(false),
-       depth(0.0f),
-       renderable(r)
-{ }
-
-} // namespace GL
-} // namespace Msp