X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fzsortedscene.cpp;h=46b14dbb6a672dbfd044b1ffa7463695e9212244;hp=f40903dd63375878e4466405dc3a154733ce621a;hb=025016d7628be9c43b20999325dcbaae5cb3c3b8;hpb=041717fbfb7d9a46459f15ecc55a5520f84d006c diff --git a/source/zsortedscene.cpp b/source/zsortedscene.cpp index f40903dd..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; @@ -104,7 +122,7 @@ 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)