+++ /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::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