[5] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __RenderQueue_H__ |
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| 30 | #define __RenderQueue_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreIteratorWrappers.h" |
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| 34 | |
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| 35 | namespace Ogre { |
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| 36 | |
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| 37 | /** Enumeration of queue groups, by which the application may group queued renderables |
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| 38 | so that they are rendered together with events in between |
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| 39 | @remarks |
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| 40 | When passed into methods these are actually passed as a uint8 to allow you |
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| 41 | to use values in between if you want to. |
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| 42 | */ |
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| 43 | enum RenderQueueGroupID |
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| 44 | { |
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| 45 | /// Use this queue for objects which must be rendered first e.g. backgrounds |
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| 46 | RENDER_QUEUE_BACKGROUND = 0, |
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| 47 | /// First queue (after backgrounds), used for skyboxes if rendered first |
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| 48 | RENDER_QUEUE_SKIES_EARLY = 5, |
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| 49 | RENDER_QUEUE_1 = 10, |
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| 50 | RENDER_QUEUE_2 = 20, |
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| 51 | RENDER_QUEUE_WORLD_GEOMETRY_1 = 25, |
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| 52 | RENDER_QUEUE_3 = 30, |
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| 53 | RENDER_QUEUE_4 = 40, |
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| 54 | /// The default render queue |
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| 55 | RENDER_QUEUE_MAIN = 50, |
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| 56 | RENDER_QUEUE_6 = 60, |
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| 57 | RENDER_QUEUE_7 = 70, |
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| 58 | RENDER_QUEUE_WORLD_GEOMETRY_2 = 75, |
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| 59 | RENDER_QUEUE_8 = 80, |
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| 60 | RENDER_QUEUE_9 = 90, |
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| 61 | /// Penultimate queue(before overlays), used for skyboxes if rendered last |
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| 62 | RENDER_QUEUE_SKIES_LATE = 95, |
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| 63 | /// Use this queue for objects which must be rendered last e.g. overlays |
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| 64 | RENDER_QUEUE_OVERLAY = 100, |
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| 65 | /// Final possible render queue, don't exceed this |
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| 66 | RENDER_QUEUE_MAX = 105 |
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| 67 | }; |
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| 68 | |
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| 69 | #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100 |
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| 70 | |
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| 71 | /** Class to manage the scene object rendering queue. |
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| 72 | @remarks |
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| 73 | Objects are grouped by material to minimise rendering state changes. The map from |
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| 74 | material to renderable object is wrapped in a class for ease of use. |
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| 75 | @par |
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| 76 | This class now includes the concept of 'queue groups' which allows the application |
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| 77 | adding the renderable to specifically schedule it so that it is included in |
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| 78 | a discrete group. Good for separating renderables into the main scene, |
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| 79 | backgrounds and overlays, and also could be used in the future for more |
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| 80 | complex multipass routines like stenciling. |
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| 81 | */ |
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| 82 | class _OgreExport RenderQueue |
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| 83 | { |
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| 84 | public: |
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| 85 | typedef std::map< uint8, RenderQueueGroup* > RenderQueueGroupMap; |
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| 86 | /// Iterator over queue groups |
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| 87 | typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator; |
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| 88 | /** Class to listen in on items being added to the render queue. |
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| 89 | @remarks |
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| 90 | Use RenderQueue::setRenderableListener to get callbacks when an item |
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| 91 | is added to the render queue. |
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| 92 | */ |
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| 93 | class _OgreExport RenderableListener |
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| 94 | { |
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| 95 | public: |
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| 96 | RenderableListener() {} |
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| 97 | virtual ~RenderableListener() {} |
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| 98 | |
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| 99 | /** Method called when a Renderable is added to the queue. |
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| 100 | @remarks |
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| 101 | You can use this event hook to alter the Technique used to |
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| 102 | render a Renderable as the item is added to the queue. This is |
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| 103 | a low-level way to override the material settings for a given |
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| 104 | Renderable on the fly. |
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| 105 | @param rend The Renderable being added to the queue |
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| 106 | @param groupID The render queue group this Renderable is being added to |
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| 107 | @param priority The priority the Renderable has been given |
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| 108 | @param ppTech A pointer to the pointer to the Technique that is |
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| 109 | intended to be used; you can alter this to an alternate Technique |
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| 110 | if you so wish (the Technique doesn't have to be from the same |
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| 111 | Material either). |
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| 112 | @returns true to allow the Renderable to be added to the queue, |
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| 113 | false if you want to prevent it being added |
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| 114 | */ |
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| 115 | virtual bool renderableQueued(Renderable* rend, uint8 groupID, |
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| 116 | ushort priority, Technique** ppTech) = 0; |
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| 117 | }; |
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| 118 | protected: |
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| 119 | RenderQueueGroupMap mGroups; |
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| 120 | /// The current default queue group |
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| 121 | uint8 mDefaultQueueGroup; |
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| 122 | /// The default priority |
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| 123 | ushort mDefaultRenderablePriority; |
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| 124 | |
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| 125 | bool mSplitPassesByLightingType; |
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| 126 | bool mSplitNoShadowPasses; |
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| 127 | bool mShadowCastersCannotBeReceivers; |
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| 128 | |
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| 129 | RenderableListener* mRenderableListener; |
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| 130 | public: |
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| 131 | RenderQueue(); |
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| 132 | virtual ~RenderQueue(); |
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| 133 | |
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| 134 | /** Empty the queue - should only be called by SceneManagers. |
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| 135 | @param destroyPassMaps Set to true to destroy all pass maps so that |
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| 136 | the queue is completely clean (useful when switching scene managers) |
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| 137 | */ |
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| 138 | void clear(bool destroyPassMaps = false); |
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| 139 | |
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| 140 | /** Get a render queue group. |
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| 141 | @remarks |
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| 142 | OGRE registers new queue groups as they are requested, |
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| 143 | therefore this method will always return a valid group. |
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| 144 | */ |
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| 145 | RenderQueueGroup* getQueueGroup(uint8 qid); |
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| 146 | |
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| 147 | /** Add a renderable object to the queue. |
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| 148 | @remarks |
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| 149 | This methods adds a Renderable to the queue, which will be rendered later by |
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| 150 | the SceneManager. This is the advanced version of the call which allows the renderable |
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| 151 | to be added to any queue. |
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| 152 | @note |
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| 153 | Called by implementation of MovableObject::_updateRenderQueue. |
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| 154 | @param |
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| 155 | pRend Pointer to the Renderable to be added to the queue |
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| 156 | @param |
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| 157 | groupID The group the renderable is to be added to. This |
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| 158 | can be used to schedule renderable objects in separate groups such that the SceneManager |
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| 159 | respects the divisions between the groupings and does not reorder them outside these |
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| 160 | boundaries. This can be handy for overlays where no matter what you want the overlay to |
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| 161 | be rendered last. |
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| 162 | @param |
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| 163 | priority Controls the priority of the renderable within the queue group. If this number |
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| 164 | is raised, the renderable will be rendered later in the group compared to it's peers. |
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| 165 | Don't use this unless you really need to, manually ordering renderables prevents OGRE |
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| 166 | from sorting them for best efficiency. However this could be useful for ordering 2D |
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| 167 | elements manually for example. |
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| 168 | */ |
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| 169 | void addRenderable(Renderable* pRend, uint8 groupID, ushort priority); |
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| 170 | |
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| 171 | /** Add a renderable object to the queue. |
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| 172 | @remarks |
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| 173 | This methods adds a Renderable to the queue, which will be rendered later by |
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| 174 | the SceneManager. This is the simplified version of the call which does not |
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| 175 | require a priority to be specified. The queue priority is take from the |
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| 176 | current default (see setDefaultRenderablePriority). |
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| 177 | @note |
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| 178 | Called by implementation of MovableObject::_updateRenderQueue. |
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| 179 | @param |
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| 180 | pRend Pointer to the Renderable to be added to the queue |
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| 181 | @param |
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| 182 | groupID The group the renderable is to be added to. This |
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| 183 | can be used to schedule renderable objects in separate groups such that the SceneManager |
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| 184 | respects the divisions between the groupings and does not reorder them outside these |
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| 185 | boundaries. This can be handy for overlays where no matter what you want the overlay to |
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| 186 | be rendered last. |
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| 187 | */ |
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| 188 | void addRenderable(Renderable* pRend, uint8 groupId); |
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| 189 | |
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| 190 | /** Add a renderable object to the queue. |
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| 191 | @remarks |
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| 192 | This methods adds a Renderable to the queue, which will be rendered later by |
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| 193 | the SceneManager. This is the simplified version of the call which does not |
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| 194 | require a queue or priority to be specified. The queue group is taken from the |
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| 195 | current default (see setDefaultQueueGroup). The queue priority is take from the |
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| 196 | current default (see setDefaultRenderablePriority). |
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| 197 | @note |
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| 198 | Called by implementation of MovableObject::_updateRenderQueue. |
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| 199 | @param |
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| 200 | pRend Pointer to the Renderable to be added to the queue |
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| 201 | */ |
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| 202 | void addRenderable(Renderable* pRend); |
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| 203 | |
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| 204 | /** Gets the current default queue group, which will be used for all renderable which do not |
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| 205 | specify which group they wish to be on. |
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| 206 | */ |
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| 207 | uint8 getDefaultQueueGroup(void) const; |
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| 208 | |
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| 209 | /** Sets the current default renderable priority, |
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| 210 | which will be used for all renderables which do not |
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| 211 | specify which priority they wish to use. |
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| 212 | */ |
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| 213 | void setDefaultRenderablePriority(ushort priority); |
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| 214 | |
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| 215 | /** Gets the current default renderable priority, which will be used for all renderables which do not |
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| 216 | specify which priority they wish to use. |
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| 217 | */ |
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| 218 | ushort getDefaultRenderablePriority(void) const; |
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| 219 | |
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| 220 | /** Sets the current default queue group, which will be used for all renderable which do not |
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| 221 | specify which group they wish to be on. |
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| 222 | */ |
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| 223 | void setDefaultQueueGroup(uint8 grp); |
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| 224 | |
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| 225 | /** Internal method, returns an iterator for the queue groups. */ |
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| 226 | QueueGroupIterator _getQueueGroupIterator(void); |
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| 227 | /** Sets whether or not the queue will split passes by their lighting type, |
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| 228 | ie ambient, per-light and decal. |
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| 229 | */ |
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| 230 | void setSplitPassesByLightingType(bool split); |
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| 231 | /** Sets whether or not the queue will split passes which have shadow receive |
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| 232 | turned off (in their parent material), which is needed when certain shadow |
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| 233 | techniques are used. |
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| 234 | */ |
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| 235 | void setSplitNoShadowPasses(bool split); |
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| 236 | /** Sets whether or not objects which cast shadows should be treated as |
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| 237 | never receiving shadows. |
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| 238 | */ |
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| 239 | void setShadowCastersCannotBeReceivers(bool ind); |
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| 240 | |
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| 241 | /** Set a renderable listener on the queue. |
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| 242 | @remarks |
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| 243 | There can only be a single renderable listener on the queue, since |
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| 244 | that listener has complete control over the techniques in use. |
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| 245 | */ |
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| 246 | void setRenderableListener(RenderableListener* listener) |
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| 247 | { mRenderableListener = listener; } |
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| 248 | |
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| 249 | RenderableListener* getRenderableListener(void) const |
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| 250 | { return mRenderableListener; } |
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| 251 | |
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| 252 | }; |
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| 253 | |
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| 254 | |
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| 255 | } |
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| 256 | |
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| 257 | |
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| 258 | #endif |
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