--- /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(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;
+}
+
+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(SortedArray::const_iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
+ renderer.render(*i->renderable, tag);
+ return;
+ }
+
+ 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)
+ continue;
+
+ 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;
+ }
+
+ 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(Renderable *r):
+ renderable(r),
+ in_frustum(false),
+ depth(0.0f)
+{ }
+
+} // namespace GL
+} // namespace Msp