]> git.tdb.fi Git - libs/gl.git/blobdiff - source/zsortedscene.cpp
Add a Scene type that sorts its renderables by depth
[libs/gl.git] / source / zsortedscene.cpp
diff --git a/source/zsortedscene.cpp b/source/zsortedscene.cpp
new file mode 100644 (file)
index 0000000..da406b7
--- /dev/null
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+#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::set_order(SortOrder o)
+{
+       order = o;
+}
+
+void ZSortedScene::set_reference(DepthReference r)
+{
+       reference = r;
+}
+
+void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
+{
+       const Camera *camera = renderer.get_camera();
+       if(!camera)
+               return SimpleScene::render(renderer, tag);
+
+       const Matrix &view_matrix = camera->get_matrix();
+
+       std::vector<DepthRenderable> sorted_renderables;
+       sorted_renderables.reserve(renderables.size());
+
+       float radius_factor = 1.0f-reference;
+       float sign = order*2.0f-1.0f;
+
+       setup_cullers(renderer);
+       for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+               if(!cull(renderer, **i))
+               {
+                       float z = 0;
+                       if(const Matrix *model_matrix = (*i)->get_matrix())
+                       {
+                               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;
+                       }
+                       sorted_renderables.push_back(DepthRenderable(z*sign, *i));
+               }
+
+       sort(sorted_renderables.begin(), sorted_renderables.end());
+
+       for(vector<DepthRenderable>::const_iterator i=sorted_renderables.begin(); i!=sorted_renderables.end(); ++i)
+               i->renderable->render(renderer, tag);
+}
+
+
+ZSortedScene::DepthRenderable::DepthRenderable(float d, const Renderable *r):
+       depth(d),
+       renderable(r)
+{ }
+
+} // namespace GL
+} // namespace Msp