DepthSorter.h

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00001 // Copyright (C) 2005 Dave Griffiths
00002 //
00003 // This program is free software; you can redistribute it and/or modify
00004 // it under the terms of the GNU General Public License as published by
00005 // the Free Software Foundation; either version 2 of the License, or
00006 // (at your option) any later version.
00007 //
00008 // This program is distributed in the hope that it will be useful,
00009 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00010 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00011 // GNU General Public License for more details.
00012 //
00013 // You should have received a copy of the GNU General Public License
00014 // along with this program; if not, write to the Free Software
00015 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
00016 
00017 
00018 // Generates a shadow volume poly primitive for the supplied 
00019 // primitives and light position
00020 
00021 // Can we accelerate the process by caching as much as possible, and 
00022 // changing only when light positions/primitive transforms/deform?
00023 
00024 #include "Primitive.h"
00025 
00026 #ifndef N_DEPTHSORTER
00027 #define N_DEPTHSORTER
00028 
00029 namespace Fluxus
00030 {
00031 
00035 class DepthSorter
00036 {
00037 public:
00038     DepthSorter();
00039     ~DepthSorter(); 
00040 
00042     void Clear();
00043     
00045     void Add(const dMatrix &globaltransform, Primitive *prim, int id);
00046     
00049     void Render();
00050     
00051 private:
00052 
00053     class Item
00054     {
00055     public:
00056         Primitive *Prim;
00057         dMatrix GlobalTransform;
00058         float Depth;
00059         int ID;
00060         
00061         bool operator<(const Item &other) const
00062         {
00063             return Depth<other.Depth;
00064         }
00065     };
00066 
00067     list<Item> m_RenderList;
00068 };
00069 
00070 };
00071 
00072 #endif

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