| 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 __RenderQueueSortingGrouping_H__ |
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| 30 | #define __RenderQueueSortingGrouping_H__ |
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| 31 | |
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| 32 | // Precompiler options |
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| 33 | #include "OgrePrerequisites.h" |
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| 34 | #include "OgreIteratorWrappers.h" |
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| 35 | #include "OgreMaterial.h" |
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| 36 | #include "OgreTechnique.h" |
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| 37 | #include "OgrePass.h" |
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| 38 | #include "OgreRadixSort.h" |
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| 39 | |
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| 40 | namespace Ogre { |
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| 41 | |
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| 42 | /** Struct associating a single Pass with a single Renderable. |
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| 43 | This is used to for objects sorted by depth and thus not |
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| 44 | grouped by pass. |
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| 45 | */ |
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| 46 | struct RenderablePass |
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| 47 | { |
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| 48 | /// Pointer to the Renderable details |
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| 49 | Renderable* renderable; |
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| 50 | /// Pointer to the Pass |
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| 51 | Pass* pass; |
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| 52 | |
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| 53 | RenderablePass(Renderable* rend, Pass* p) :renderable(rend), pass(p) {} |
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| 54 | }; |
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| 55 | |
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| 56 | |
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| 57 | /** Visitor interface for items in a QueuedRenderableCollection. |
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| 58 | @remarks |
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| 59 | Those wishing to iterate over the items in a |
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| 60 | QueuedRenderableCollection should implement this visitor pattern, |
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| 61 | since internal organisation of the collection depends on the |
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| 62 | sorting method in use. |
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| 63 | */ |
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| 64 | class _OgreExport QueuedRenderableVisitor |
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| 65 | { |
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| 66 | public: |
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| 67 | QueuedRenderableVisitor() {} |
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| 68 | virtual ~QueuedRenderableVisitor() {} |
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| 69 | |
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| 70 | /** Called when visiting a RenderablePass, ie items in a |
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| 71 | sorted collection where items are not grouped by pass. |
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| 72 | @remarks |
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| 73 | If this is called, neither of the other 2 visit methods |
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| 74 | will be called. |
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| 75 | */ |
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| 76 | virtual void visit(const RenderablePass* rp) = 0; |
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| 77 | |
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| 78 | /* When visiting a collection grouped by pass, this is |
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| 79 | called when the grouping pass changes. |
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| 80 | @remarks |
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| 81 | If this method is called, the RenderablePass visit |
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| 82 | method will not be called for this collection. The |
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| 83 | Renderable visit method will be called for each item |
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| 84 | underneath the pass grouping level. |
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| 85 | @returns True to continue, false to skip the Renderables underneath |
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| 86 | */ |
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| 87 | virtual bool visit(const Pass* p) = 0; |
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| 88 | /** Visit method called once per Renderable on a grouped |
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| 89 | collection. |
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| 90 | @remarks |
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| 91 | If this method is called, the RenderablePass visit |
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| 92 | method will not be called for this collection. |
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| 93 | */ |
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| 94 | virtual void visit(const Renderable* r) = 0; |
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| 95 | |
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| 96 | |
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| 97 | }; |
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| 98 | |
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| 99 | /** Lowest level collection of renderables. |
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| 100 | @remarks |
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| 101 | To iterate over items in this collection, you must call |
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| 102 | the accept method and supply a QueuedRenderableVisitor. |
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| 103 | The order of the iteration, and whether that iteration is |
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| 104 | over a RenderablePass list or a 2-level grouped list which |
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| 105 | causes a visit call at the Pass level, and a call for each |
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| 106 | Renderable underneath. |
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| 107 | */ |
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| 108 | class _OgreExport QueuedRenderableCollection |
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| 109 | { |
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| 110 | public: |
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| 111 | /** Organisation modes required for this collection. |
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| 112 | @remarks |
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| 113 | This affects the internal placement of the items added to this collection; |
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| 114 | if only one type of sorting / grouping is to be required, then renderables |
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| 115 | can be stored only once, whilst if multiple types are going to be needed |
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| 116 | then internally there will be multiple organisations. Changing the organisation |
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| 117 | needs to be done when the collection is empty. |
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| 118 | */ |
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| 119 | enum OrganisationMode |
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| 120 | { |
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| 121 | /// Group by pass |
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| 122 | OM_PASS_GROUP = 1, |
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| 123 | /// Sort descending camera distance |
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| 124 | OM_SORT_DESCENDING = 2, |
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| 125 | /** Sort ascending camera distance |
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| 126 | Note value overlaps with descending since both use same sort |
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| 127 | */ |
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| 128 | OM_SORT_ASCENDING = 6 |
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| 129 | }; |
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| 130 | |
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| 131 | protected: |
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| 132 | /// Comparator to order pass groups |
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| 133 | struct PassGroupLess |
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| 134 | { |
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| 135 | bool _OgreExport operator()(const Pass* a, const Pass* b) const |
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| 136 | { |
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| 137 | // Sort by passHash, which is pass, then texture unit changes |
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| 138 | uint32 hasha = a->getHash(); |
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| 139 | uint32 hashb = b->getHash(); |
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| 140 | if (hasha == hashb) |
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| 141 | { |
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| 142 | // Must differentTransparentQueueItemLessiate by pointer incase 2 passes end up with the same hash |
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| 143 | return a < b; |
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| 144 | } |
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| 145 | else |
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| 146 | { |
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| 147 | return hasha < hashb; |
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| 148 | } |
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| 149 | } |
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| 150 | }; |
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| 151 | /// Comparator to order objects by descending camera distance |
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| 152 | struct DepthSortDescendingLess |
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| 153 | { |
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| 154 | const Camera* camera; |
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| 155 | |
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| 156 | DepthSortDescendingLess(const Camera* cam) |
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| 157 | : camera(cam) |
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| 158 | { |
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| 159 | } |
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| 160 | |
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| 161 | bool _OgreExport operator()(const RenderablePass& a, const RenderablePass& b) const |
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| 162 | { |
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| 163 | if (a.renderable == b.renderable) |
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| 164 | { |
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| 165 | // Same renderable, sort by pass hash |
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| 166 | return a.pass->getHash() < b.pass->getHash(); |
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| 167 | } |
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| 168 | else |
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| 169 | { |
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| 170 | // Different renderables, sort by depth |
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| 171 | Real adepth = a.renderable->getSquaredViewDepth(camera); |
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| 172 | Real bdepth = b.renderable->getSquaredViewDepth(camera); |
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| 173 | if (Math::RealEqual(adepth, bdepth)) |
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| 174 | { |
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| 175 | // Must return deterministic result, doesn't matter what |
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| 176 | return a.pass < b.pass; |
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| 177 | } |
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| 178 | else |
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| 179 | { |
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| 180 | // Sort DESCENDING by depth (ie far objects first) |
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| 181 | return (adepth > bdepth); |
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| 182 | } |
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| 183 | } |
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| 184 | |
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| 185 | } |
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| 186 | }; |
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| 187 | |
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| 188 | /** Vector of RenderablePass objects, this is built on the assumption that |
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| 189 | vectors only ever increase in size, so even if we do clear() the memory stays |
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| 190 | allocated, ie fast */ |
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| 191 | typedef std::vector<RenderablePass> RenderablePassList; |
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| 192 | typedef std::vector<Renderable*> RenderableList; |
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| 193 | /** Map of pass to renderable lists, this is a grouping by pass. */ |
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| 194 | typedef std::map<Pass*, RenderableList*, PassGroupLess> PassGroupRenderableMap; |
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| 195 | |
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| 196 | /// Functor for accessing sort value 1 for radix sort (Pass) |
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| 197 | struct RadixSortFunctorPass |
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| 198 | { |
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| 199 | uint32 operator()(const RenderablePass& p) const |
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| 200 | { |
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| 201 | return p.pass->getHash(); |
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| 202 | } |
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| 203 | }; |
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| 204 | |
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| 205 | /// Radix sorter for accessing sort value 1 (Pass) |
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| 206 | static RadixSort<RenderablePassList, RenderablePass, uint32> msRadixSorter1; |
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| 207 | |
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| 208 | /// Functor for descending sort value 2 for radix sort (distance) |
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| 209 | struct RadixSortFunctorDistance |
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| 210 | { |
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| 211 | const Camera* camera; |
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| 212 | |
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| 213 | RadixSortFunctorDistance(const Camera* cam) |
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| 214 | : camera(cam) |
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| 215 | { |
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| 216 | } |
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| 217 | |
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| 218 | float operator()(const RenderablePass& p) const |
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| 219 | { |
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| 220 | // Sort DESCENDING by depth (ie far objects first), use negative distance |
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| 221 | // here because radix sorter always dealing with accessing sort |
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| 222 | return static_cast<float>(- p.renderable->getSquaredViewDepth(camera)); |
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| 223 | } |
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| 224 | }; |
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| 225 | |
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| 226 | /// Radix sorter for sort value 2 (distance) |
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| 227 | static RadixSort<RenderablePassList, RenderablePass, float> msRadixSorter2; |
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| 228 | |
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| 229 | /// Bitmask of the organisation modes requested |
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| 230 | uint8 mOrganisationMode; |
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| 231 | |
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| 232 | /// Grouped |
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| 233 | PassGroupRenderableMap mGrouped; |
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| 234 | /// Sorted descending (can iterate backwards to get ascending) |
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| 235 | RenderablePassList mSortedDescending; |
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| 236 | |
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| 237 | /// Internal visitor implementation |
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| 238 | void acceptVisitorGrouped(QueuedRenderableVisitor* visitor) const; |
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| 239 | /// Internal visitor implementation |
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| 240 | void acceptVisitorDescending(QueuedRenderableVisitor* visitor) const; |
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| 241 | /// Internal visitor implementation |
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| 242 | void acceptVisitorAscending(QueuedRenderableVisitor* visitor) const; |
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| 243 | |
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| 244 | public: |
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| 245 | QueuedRenderableCollection(); |
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| 246 | ~QueuedRenderableCollection(); |
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| 247 | |
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| 248 | /// Empty the collection |
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| 249 | void clear(void); |
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| 250 | |
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| 251 | /** Remove the group entry (if any) for a given Pass. |
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| 252 | @remarks |
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| 253 | To be used when a pass is destroyed, such that any |
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| 254 | grouping level for it becomes useless. |
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| 255 | */ |
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| 256 | void removePassGroup(Pass* p); |
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| 257 | |
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| 258 | /** Reset the organisation modes required for this collection. |
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| 259 | @remarks |
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| 260 | You can only do this when the collection is empty. |
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| 261 | @see OrganisationMode |
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| 262 | */ |
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| 263 | void resetOrganisationModes(void) |
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| 264 | { |
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| 265 | mOrganisationMode = 0; |
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| 266 | } |
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| 267 | |
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| 268 | /** Add a required sorting / grouping mode to this collection when next used. |
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| 269 | @remarks |
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| 270 | You can only do this when the collection is empty. |
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| 271 | @see OrganisationMode |
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| 272 | */ |
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| 273 | void addOrganisationMode(OrganisationMode om) |
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| 274 | { |
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| 275 | mOrganisationMode |= om; |
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| 276 | } |
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| 277 | |
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| 278 | /// Add a renderable to the collection using a given pass |
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| 279 | void addRenderable(Pass* pass, Renderable* rend); |
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| 280 | |
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| 281 | /** Perform any sorting that is required on this collection. |
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| 282 | @param cam The camera |
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| 283 | */ |
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| 284 | void sort(const Camera* cam); |
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| 285 | |
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| 286 | /** Accept a visitor over the collection contents. |
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| 287 | @param visitor Visitor class which should be called back |
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| 288 | @param om The organisation mode which you want to iterate over. |
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| 289 | Note that this must have been included in an addOrganisationMode |
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| 290 | call before any renderables were added. |
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| 291 | */ |
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| 292 | void acceptVisitor(QueuedRenderableVisitor* visitor, OrganisationMode om) const; |
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| 293 | |
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| 294 | }; |
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| 295 | |
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| 296 | /** Collection of renderables by priority. |
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| 297 | @remarks |
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| 298 | This class simply groups renderables for rendering. All the |
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| 299 | renderables contained in this class are destined for the same |
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| 300 | RenderQueueGroup (coarse groupings like those between the main |
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| 301 | scene and overlays) and have the same priority (fine groupings |
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| 302 | for detailed overlap control). |
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| 303 | @par |
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| 304 | This class can order solid renderables by a number of criteria; |
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| 305 | it can optimise them into groups based on pass to reduce render |
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| 306 | state changes, or can sort them by ascending or descending view |
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| 307 | depth. Transparent objects are always ordered by descending depth. |
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| 308 | @par |
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| 309 | To iterate over items in the collections held by this object |
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| 310 | you should retrieve the collection in use (e.g. solids, solids with |
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| 311 | no shadows, transparents) and use the accept() method, providing |
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| 312 | a class implementing QueuedRenderableVisitor. |
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| 313 | |
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| 314 | */ |
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| 315 | class _OgreExport RenderPriorityGroup |
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| 316 | { |
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| 317 | protected: |
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| 318 | |
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| 319 | /// Parent queue group |
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| 320 | RenderQueueGroup* mParent; |
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| 321 | bool mSplitPassesByLightingType; |
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| 322 | bool mSplitNoShadowPasses; |
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| 323 | bool mShadowCastersNotReceivers; |
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| 324 | /// Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive |
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| 325 | QueuedRenderableCollection mSolidsBasic; |
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| 326 | /// Solid per-light pass list, used with additive shadows |
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| 327 | QueuedRenderableCollection mSolidsDiffuseSpecular; |
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| 328 | /// Solid decal (texture) pass list, used with additive shadows |
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| 329 | QueuedRenderableCollection mSolidsDecal; |
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| 330 | /// Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes |
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| 331 | QueuedRenderableCollection mSolidsNoShadowReceive; |
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| 332 | /// Transparent list |
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| 333 | QueuedRenderableCollection mTransparents; |
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| 334 | |
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| 335 | /// remove a pass entry from all collections |
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| 336 | void removePassEntry(Pass* p); |
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| 337 | |
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| 338 | /// Internal method for adding a solid renderable |
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| 339 | void addSolidRenderable(Technique* pTech, Renderable* rend, bool toNoShadowMap); |
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| 340 | /// Internal method for adding a solid renderable |
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| 341 | void addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend); |
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| 342 | /// Internal method for adding a transparent renderable |
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| 343 | void addTransparentRenderable(Technique* pTech, Renderable* rend); |
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| 344 | |
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| 345 | public: |
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| 346 | RenderPriorityGroup(RenderQueueGroup* parent, |
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| 347 | bool splitPassesByLightingType, |
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| 348 | bool splitNoShadowPasses, |
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| 349 | bool shadowCastersNotReceivers); |
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| 350 | |
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| 351 | ~RenderPriorityGroup() { } |
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| 352 | |
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| 353 | /** Get the collection of basic solids currently queued, this includes |
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| 354 | all solids when there are no shadows, or all solids which have shadow |
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| 355 | receiving enabled when using modulative shadows, or all ambient passes |
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| 356 | of solids which have shadow receive enabled for additive shadows. */ |
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| 357 | const QueuedRenderableCollection& getSolidsBasic(void) const |
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| 358 | { return mSolidsBasic; } |
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| 359 | /** Get the collection of solids currently queued per light (only applicable in |
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| 360 | additive shadow modes). */ |
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| 361 | const QueuedRenderableCollection& getSolidsDiffuseSpecular(void) const |
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| 362 | { return mSolidsDiffuseSpecular; } |
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| 363 | /** Get the collection of solids currently queued for decal passes (only |
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| 364 | applicable in additive shadow modes). */ |
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| 365 | const QueuedRenderableCollection& getSolidsDecal(void) const |
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| 366 | { return mSolidsDecal; } |
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| 367 | /** Get the collection of solids for which shadow receipt is disabled (only |
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| 368 | applicable when shadows are enabled). */ |
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| 369 | const QueuedRenderableCollection& getSolidsNoShadowReceive(void) const |
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| 370 | { return mSolidsNoShadowReceive; } |
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| 371 | /** Get the collection of transparent objects currently queued */ |
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| 372 | const QueuedRenderableCollection& getTransparents(void) const |
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| 373 | { return mTransparents; } |
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| 374 | |
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| 375 | |
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| 376 | /** Reset the organisation modes required for the solids in this group. |
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| 377 | @remarks |
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| 378 | You can only do this when the group is empty, ie after clearing the |
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| 379 | queue. |
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| 380 | @see QueuedRenderableCollection::OrganisationMode |
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| 381 | */ |
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| 382 | void resetOrganisationModes(void); |
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| 383 | |
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| 384 | /** Add a required sorting / grouping mode for the solids in this group. |
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| 385 | @remarks |
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| 386 | You can only do this when the group is empty, ie after clearing the |
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| 387 | queue. |
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| 388 | @see QueuedRenderableCollection::OrganisationMode |
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| 389 | */ |
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| 390 | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om); |
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| 391 | |
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| 392 | /** Set the sorting / grouping mode for the solids in this group to the default. |
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| 393 | @remarks |
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| 394 | You can only do this when the group is empty, ie after clearing the |
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| 395 | queue. |
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| 396 | @see QueuedRenderableCollection::OrganisationMode |
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| 397 | */ |
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| 398 | void defaultOrganisationMode(void); |
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| 399 | |
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| 400 | /** Add a renderable to this group. */ |
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| 401 | void addRenderable(Renderable* pRend, Technique* pTech); |
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| 402 | |
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| 403 | /** Sorts the objects which have been added to the queue; transparent objects by their |
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| 404 | depth in relation to the passed in Camera. */ |
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| 405 | void sort(const Camera* cam); |
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| 406 | |
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| 407 | /** Clears this group of renderables. |
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| 408 | */ |
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| 409 | void clear(void); |
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| 410 | |
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| 411 | /** Sets whether or not the queue will split passes by their lighting type, |
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| 412 | ie ambient, per-light and decal. |
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| 413 | */ |
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| 414 | void setSplitPassesByLightingType(bool split) |
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| 415 | { |
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| 416 | mSplitPassesByLightingType = split; |
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| 417 | } |
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| 418 | |
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| 419 | /** Sets whether or not passes which have shadow receive disabled should |
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| 420 | be separated. |
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| 421 | */ |
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| 422 | void setSplitNoShadowPasses(bool split) |
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| 423 | { |
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| 424 | mSplitNoShadowPasses = split; |
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| 425 | } |
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| 426 | |
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| 427 | /** Sets whether or not objects which cast shadows should be treated as |
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| 428 | never receiving shadows. |
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| 429 | */ |
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| 430 | void setShadowCastersCannotBeReceivers(bool ind) |
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| 431 | { |
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| 432 | mShadowCastersNotReceivers = ind; |
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| 433 | } |
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| 434 | |
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| 435 | |
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| 436 | |
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| 437 | }; |
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| 438 | |
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| 439 | |
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| 440 | /** A grouping level underneath RenderQueue which groups renderables |
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| 441 | to be issued at coarsely the same time to the renderer. |
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| 442 | @remarks |
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| 443 | Each instance of this class itself hold RenderPriorityGroup instances, |
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| 444 | which are the groupings of renderables by priority for fine control |
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| 445 | of ordering (not required for most instances). |
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| 446 | */ |
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| 447 | class _OgreExport RenderQueueGroup |
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| 448 | { |
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| 449 | public: |
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| 450 | typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > PriorityMap; |
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| 451 | typedef MapIterator<PriorityMap> PriorityMapIterator; |
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| 452 | protected: |
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| 453 | RenderQueue* mParent; |
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| 454 | bool mSplitPassesByLightingType; |
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| 455 | bool mSplitNoShadowPasses; |
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| 456 | bool mShadowCastersNotReceivers; |
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| 457 | /// Map of RenderPriorityGroup objects |
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| 458 | PriorityMap mPriorityGroups; |
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| 459 | /// Whether shadows are enabled for this queue |
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| 460 | bool mShadowsEnabled; |
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| 461 | |
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| 462 | |
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| 463 | public: |
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| 464 | RenderQueueGroup(RenderQueue* parent, |
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| 465 | bool splitPassesByLightingType, |
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| 466 | bool splitNoShadowPasses, |
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| 467 | bool shadowCastersNotReceivers) |
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| 468 | : mParent(parent) |
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| 469 | , mSplitPassesByLightingType(splitPassesByLightingType) |
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| 470 | , mSplitNoShadowPasses(splitNoShadowPasses) |
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| 471 | , mShadowCastersNotReceivers(shadowCastersNotReceivers) |
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| 472 | , mShadowsEnabled(true) |
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| 473 | { |
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| 474 | } |
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| 475 | |
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| 476 | ~RenderQueueGroup() { |
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| 477 | // destroy contents now |
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| 478 | PriorityMap::iterator i; |
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| 479 | for (i = mPriorityGroups.begin(); i != mPriorityGroups.end(); ++i) |
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| 480 | { |
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| 481 | delete i->second; |
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| 482 | } |
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| 483 | } |
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| 484 | |
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| 485 | /** Get an iterator for browsing through child contents. */ |
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| 486 | PriorityMapIterator getIterator(void) |
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| 487 | { |
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| 488 | return PriorityMapIterator(mPriorityGroups.begin(), mPriorityGroups.end()); |
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| 489 | } |
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| 490 | |
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| 491 | /** Add a renderable to this group, with the given priority. */ |
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| 492 | void addRenderable(Renderable* pRend, Technique* pTech, ushort priority) |
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| 493 | { |
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| 494 | // Check if priority group is there |
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| 495 | PriorityMap::iterator i = mPriorityGroups.find(priority); |
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| 496 | RenderPriorityGroup* pPriorityGrp; |
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| 497 | if (i == mPriorityGroups.end()) |
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| 498 | { |
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| 499 | // Missing, create |
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| 500 | pPriorityGrp = new RenderPriorityGroup(this, |
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| 501 | mSplitPassesByLightingType, |
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| 502 | mSplitNoShadowPasses, |
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| 503 | mShadowCastersNotReceivers); |
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| 504 | mPriorityGroups.insert(PriorityMap::value_type(priority, pPriorityGrp)); |
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| 505 | } |
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| 506 | else |
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| 507 | { |
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| 508 | pPriorityGrp = i->second; |
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| 509 | } |
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| 510 | |
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| 511 | // Add |
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| 512 | pPriorityGrp->addRenderable(pRend, pTech); |
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| 513 | |
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| 514 | } |
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| 515 | |
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| 516 | /** Clears this group of renderables. |
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| 517 | @param destroy |
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| 518 | If false, doesn't delete any priority groups, just empties them. Saves on |
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| 519 | memory deallocations since the chances are rougly the same kinds of |
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| 520 | renderables are going to be sent to the queue again next time. If |
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| 521 | true, completely destroys. |
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| 522 | */ |
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| 523 | void clear(bool destroy = false) |
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| 524 | { |
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| 525 | PriorityMap::iterator i, iend; |
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| 526 | iend = mPriorityGroups.end(); |
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| 527 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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| 528 | { |
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| 529 | if (destroy) |
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| 530 | delete i->second; |
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| 531 | else |
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| 532 | i->second->clear(); |
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| 533 | } |
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| 534 | |
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| 535 | if (destroy) |
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| 536 | mPriorityGroups.clear(); |
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| 537 | |
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| 538 | } |
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| 539 | |
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| 540 | /** Indicate whether a given queue group will be doing any |
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| 541 | shadow setup. |
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| 542 | @remarks |
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| 543 | This method allows you to inform the queue about a queue group, and to |
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| 544 | indicate whether this group will require shadow processing of any sort. |
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| 545 | In order to preserve rendering order, OGRE has to treat queue groups |
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| 546 | as very separate elements of the scene, and this can result in it |
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| 547 | having to duplicate shadow setup for each group. Therefore, if you |
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| 548 | know that a group which you are using will never need shadows, you |
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| 549 | should preregister the group using this method in order to improve |
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| 550 | the performance. |
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| 551 | */ |
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| 552 | void setShadowsEnabled(bool enabled) { mShadowsEnabled = enabled; } |
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| 553 | |
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| 554 | /** Are shadows enabled for this queue? */ |
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| 555 | bool getShadowsEnabled(void) const { return mShadowsEnabled; } |
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| 556 | |
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| 557 | /** Sets whether or not the queue will split passes by their lighting type, |
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| 558 | ie ambient, per-light and decal. |
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| 559 | */ |
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| 560 | void setSplitPassesByLightingType(bool split) |
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| 561 | { |
|---|
| 562 | mSplitPassesByLightingType = split; |
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| 563 | PriorityMap::iterator i, iend; |
|---|
| 564 | iend = mPriorityGroups.end(); |
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| 565 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 566 | { |
|---|
| 567 | i->second->setSplitPassesByLightingType(split); |
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| 568 | } |
|---|
| 569 | } |
|---|
| 570 | /** Sets whether or not the queue will split passes which have shadow receive |
|---|
| 571 | turned off (in their parent material), which is needed when certain shadow |
|---|
| 572 | techniques are used. |
|---|
| 573 | */ |
|---|
| 574 | void setSplitNoShadowPasses(bool split) |
|---|
| 575 | { |
|---|
| 576 | mSplitNoShadowPasses = split; |
|---|
| 577 | PriorityMap::iterator i, iend; |
|---|
| 578 | iend = mPriorityGroups.end(); |
|---|
| 579 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 580 | { |
|---|
| 581 | i->second->setSplitNoShadowPasses(split); |
|---|
| 582 | } |
|---|
| 583 | } |
|---|
| 584 | /** Sets whether or not objects which cast shadows should be treated as |
|---|
| 585 | never receiving shadows. |
|---|
| 586 | */ |
|---|
| 587 | void setShadowCastersCannotBeReceivers(bool ind) |
|---|
| 588 | { |
|---|
| 589 | mShadowCastersNotReceivers = ind; |
|---|
| 590 | PriorityMap::iterator i, iend; |
|---|
| 591 | iend = mPriorityGroups.end(); |
|---|
| 592 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 593 | { |
|---|
| 594 | i->second->setShadowCastersCannotBeReceivers(ind); |
|---|
| 595 | } |
|---|
| 596 | } |
|---|
| 597 | /** Reset the organisation modes required for the solids in this group. |
|---|
| 598 | @remarks |
|---|
| 599 | You can only do this when the group is empty, ie after clearing the |
|---|
| 600 | queue. |
|---|
| 601 | @see QueuedRenderableCollection::OrganisationMode |
|---|
| 602 | */ |
|---|
| 603 | void resetOrganisationModes(void) |
|---|
| 604 | { |
|---|
| 605 | PriorityMap::iterator i, iend; |
|---|
| 606 | iend = mPriorityGroups.end(); |
|---|
| 607 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 608 | { |
|---|
| 609 | i->second->resetOrganisationModes(); |
|---|
| 610 | } |
|---|
| 611 | } |
|---|
| 612 | |
|---|
| 613 | /** Add a required sorting / grouping mode for the solids in this group. |
|---|
| 614 | @remarks |
|---|
| 615 | You can only do this when the group is empty, ie after clearing the |
|---|
| 616 | queue. |
|---|
| 617 | @see QueuedRenderableCollection::OrganisationMode |
|---|
| 618 | */ |
|---|
| 619 | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
|---|
| 620 | { |
|---|
| 621 | PriorityMap::iterator i, iend; |
|---|
| 622 | iend = mPriorityGroups.end(); |
|---|
| 623 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 624 | { |
|---|
| 625 | i->second->addOrganisationMode(om); |
|---|
| 626 | } |
|---|
| 627 | } |
|---|
| 628 | |
|---|
| 629 | /** Setthe sorting / grouping mode for the solids in this group to the default. |
|---|
| 630 | @remarks |
|---|
| 631 | You can only do this when the group is empty, ie after clearing the |
|---|
| 632 | queue. |
|---|
| 633 | @see QueuedRenderableCollection::OrganisationMode |
|---|
| 634 | */ |
|---|
| 635 | void defaultOrganisationMode(void) |
|---|
| 636 | { |
|---|
| 637 | PriorityMap::iterator i, iend; |
|---|
| 638 | iend = mPriorityGroups.end(); |
|---|
| 639 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
|---|
| 640 | { |
|---|
| 641 | i->second->defaultOrganisationMode(); |
|---|
| 642 | } |
|---|
| 643 | } |
|---|
| 644 | |
|---|
| 645 | }; |
|---|
| 646 | |
|---|
| 647 | |
|---|
| 648 | |
|---|
| 649 | } |
|---|
| 650 | |
|---|
| 651 | #endif |
|---|
| 652 | |
|---|
| 653 | |
|---|