]> git.tdb.fi Git - libs/gl.git/blobdiff - source/zsortedscene.cpp
Remember the camera given to Renderer constructor
[libs/gl.git] / source / zsortedscene.cpp
index da406b7ef0074f19a0e125c328d93595ed43d03d..46b14dbb6a672dbfd044b1ffa7463695e9212244 100644 (file)
@@ -12,6 +12,18 @@ ZSortedScene::ZSortedScene():
        reference(FURTHEST)
 { }
 
+void ZSortedScene::add(Renderable &r)
+{
+       if(renderables.insert(&r).second && !sorted_cache.empty())
+               sorted_cache.push_back(&r);
+}
+
+void ZSortedScene::remove(Renderable &r)
+{
+       renderables.erase(&r);
+       sorted_cache.clear();
+}
+
 void ZSortedScene::set_order(SortOrder o)
 {
        order = o;
@@ -22,45 +34,98 @@ 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);
+}
+
+void ZSortedScene::finish_frame()
+{
+       for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+               i->renderable->finish_frame();
+}
+
 void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
 {
+       if(renderables.empty())
+               return;
+
+       populate_cache();
+
        const Camera *camera = renderer.get_camera();
        if(!camera)
-               return SimpleScene::render(renderer, tag);
+       {
+               for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+                       renderer.render(*i->renderable, tag);
+               return;
+       }
 
-       const Matrix &view_matrix = camera->get_matrix();
+       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;
 
-       std::vector<DepthRenderable> sorted_renderables;
-       sorted_renderables.reserve(renderables.size());
+       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)
+                       continue;
 
-       float radius_factor = 1.0f-reference;
-       float sign = order*2.0f-1.0f;
+               if(const Matrix *matrix = i->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;
+                       else
+                               i->depth = dot(*matrix*Vector3()-camera_pos, look_dir);
+                       i->depth *= sign;
+               }
+               else
+                       i->depth = 0;
+       }
 
-       setup_cullers(renderer);
-       for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
-               if(!cull(renderer, **i))
+       for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
+               if(i->in_frustum)
                {
-                       float z = 0;
-                       if(const Matrix *model_matrix = (*i)->get_matrix())
+                       if(i!=j)
+                               swap(*i, *j);
+
+                       if(j!=sorted_cache.begin() && *j<*(j-1))
                        {
-                               if(const Geometry::BoundingSphere<float, 3> *bsphere = (*i)->get_bounding_sphere())
-                                       z = (view_matrix**model_matrix*Vector4(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;
+                               SortedRenderable sr = *j;
+                               SortedArray::iterator k = j-1;
+                               *j = *k;
+                               while(k!=sorted_cache.begin() && sr<*(k-1))
+                               {
+                                       *k = *(k-1);
+                                       --k;
+                               }
+                               *k = sr;
                        }
-                       sorted_renderables.push_back(DepthRenderable(z*sign, *i));
-               }
 
-       sort(sorted_renderables.begin(), sorted_renderables.end());
+                       ++j;
+               }
 
-       for(vector<DepthRenderable>::const_iterator i=sorted_renderables.begin(); i!=sorted_renderables.end(); ++i)
-               i->renderable->render(renderer, tag);
+       for(SortedArray::const_iterator i=sorted_cache.begin(); (i!=sorted_cache.end() && i->in_frustum); ++i)
+               renderer.render(*i->renderable, tag);
 }
 
 
-ZSortedScene::DepthRenderable::DepthRenderable(float d, const Renderable *r):
-       depth(d),
-       renderable(r)
+ZSortedScene::SortedRenderable::SortedRenderable(Renderable *r):
+       renderable(r),
+       in_frustum(false),
+       depth(0.0f)
 { }
 
 } // namespace GL