X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fzsortedscene.cpp;h=46b14dbb6a672dbfd044b1ffa7463695e9212244;hp=709c5c26787478cf260d3257d069550aa38e59e6;hb=c895aa82dd405146f648e5ca3fcfaa326eab9b87;hpb=af0077ac71c51aeed63bc0222fe4650d5077478a diff --git a/source/zsortedscene.cpp b/source/zsortedscene.cpp index 709c5c26..46b14dbb 100644 --- a/source/zsortedscene.cpp +++ b/source/zsortedscene.cpp @@ -12,13 +12,13 @@ ZSortedScene::ZSortedScene(): reference(FURTHEST) { } -void ZSortedScene::add(const Renderable &r) +void ZSortedScene::add(Renderable &r) { if(renderables.insert(&r).second && !sorted_cache.empty()) sorted_cache.push_back(&r); } -void ZSortedScene::remove(const Renderable &r) +void ZSortedScene::remove(Renderable &r) { renderables.erase(&r); sorted_cache.clear(); @@ -34,25 +34,43 @@ 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) { - for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i) - renderer.render(**i, tag); + for(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i) + renderer.render(*i->renderable, 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; @@ -62,19 +80,19 @@ void ZSortedScene::render(Renderer &renderer, const Tag &tag) const 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(!i->in_frustum) + continue; + + if(const Matrix *matrix = i->renderable->get_matrix()) { - if(const Matrix *model_matrix = i->renderable->get_matrix()) - { - if(const Geometry::BoundingSphere *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; - } + if(const Geometry::BoundingSphere *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 = 0; + i->depth = dot(*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) @@ -104,10 +122,10 @@ void ZSortedScene::render(Renderer &renderer, const Tag &tag) const } -ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r): +ZSortedScene::SortedRenderable::SortedRenderable(Renderable *r): + renderable(r), in_frustum(false), - depth(0.0f), - renderable(r) + depth(0.0f) { } } // namespace GL