]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/zsortedscene.cpp
Rearrange soucre files into subdirectories
[libs/gl.git] / source / render / zsortedscene.cpp
diff --git a/source/render/zsortedscene.cpp b/source/render/zsortedscene.cpp
new file mode 100644 (file)
index 0000000..46b14db
--- /dev/null
@@ -0,0 +1,132 @@
+#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