[1] | 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 | #include "OgreStableHeaders.h" |
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| 30 | |
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| 31 | #include "OgreRenderQueue.h" |
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| 32 | |
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| 33 | #include "OgreRenderable.h" |
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| 34 | #include "OgreMaterial.h" |
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| 35 | #include "OgreRenderQueueSortingGrouping.h" |
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| 36 | #include "OgrePass.h" |
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| 37 | #include "OgreMaterialManager.h" |
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| 38 | |
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| 39 | |
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| 40 | namespace Ogre { |
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| 41 | |
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| 42 | //--------------------------------------------------------------------- |
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| 43 | RenderQueue::RenderQueue() |
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| 44 | : mSplitPassesByLightingType(false) |
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| 45 | , mSplitNoShadowPasses(false) |
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| 46 | , mShadowCastersCannotBeReceivers(false) |
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| 47 | , mRenderableListener(0) |
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| 48 | { |
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| 49 | // Create the 'main' queue up-front since we'll always need that |
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| 50 | mGroups.insert( |
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| 51 | RenderQueueGroupMap::value_type( |
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| 52 | RENDER_QUEUE_MAIN, |
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| 53 | new RenderQueueGroup(this, |
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| 54 | mSplitPassesByLightingType, |
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| 55 | mSplitNoShadowPasses, |
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| 56 | mShadowCastersCannotBeReceivers) |
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| 57 | ) |
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| 58 | ); |
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| 59 | |
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| 60 | // set default queue |
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| 61 | mDefaultQueueGroup = RENDER_QUEUE_MAIN; |
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| 62 | mDefaultRenderablePriority = OGRE_RENDERABLE_DEFAULT_PRIORITY; |
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| 63 | |
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| 64 | } |
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| 65 | //--------------------------------------------------------------------- |
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| 66 | RenderQueue::~RenderQueue() |
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| 67 | { |
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| 68 | |
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| 69 | // trigger the pending pass updates, otherwise we could leak |
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| 70 | Pass::processPendingPassUpdates(); |
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| 71 | |
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| 72 | // Destroy the queues for good |
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| 73 | RenderQueueGroupMap::iterator i, iend; |
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| 74 | i = mGroups.begin(); |
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| 75 | iend = mGroups.end(); |
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| 76 | for (; i != iend; ++i) |
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| 77 | { |
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| 78 | delete i->second; |
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| 79 | } |
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| 80 | mGroups.clear(); |
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| 81 | |
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| 82 | |
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| 83 | |
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| 84 | |
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| 85 | } |
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| 86 | //----------------------------------------------------------------------- |
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| 87 | void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID, ushort priority) |
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| 88 | { |
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| 89 | // Find group |
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| 90 | RenderQueueGroup* pGroup = getQueueGroup(groupID); |
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| 91 | |
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| 92 | |
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| 93 | Technique* pTech; |
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| 94 | |
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| 95 | // tell material it's been used |
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| 96 | if (!pRend->getMaterial().isNull()) |
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| 97 | pRend->getMaterial()->touch(); |
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| 98 | |
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| 99 | // Check material & technique supplied (the former since the default implementation |
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| 100 | // of getTechnique is based on it for backwards compatibility |
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| 101 | if(pRend->getMaterial().isNull() || !(pTech = pRend->getTechnique())) |
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| 102 | { |
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| 103 | // Use default base white |
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| 104 | MaterialPtr baseWhite = MaterialManager::getSingleton().getByName("BaseWhite"); |
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| 105 | pTech = baseWhite->getTechnique(0); |
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| 106 | } |
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| 107 | |
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| 108 | if (mRenderableListener) |
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| 109 | { |
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| 110 | // Allow listener to override technique and to abort |
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| 111 | if (!mRenderableListener->renderableQueued(pRend, groupID, priority, &pTech)) |
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| 112 | return; // rejected |
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| 113 | |
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| 114 | // tell material it's been used (incase changed) |
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| 115 | pTech->getParent()->touch(); |
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| 116 | } |
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| 117 | |
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| 118 | pGroup->addRenderable(pRend, pTech, priority); |
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| 119 | |
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| 120 | } |
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| 121 | //----------------------------------------------------------------------- |
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| 122 | void RenderQueue::clear(bool destroyPassMaps) |
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| 123 | { |
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| 124 | // Clear the queues |
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| 125 | RenderQueueGroupMap::iterator i, iend; |
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| 126 | i = mGroups.begin(); |
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| 127 | iend = mGroups.end(); |
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| 128 | for (; i != iend; ++i) |
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| 129 | { |
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| 130 | i->second->clear(destroyPassMaps); |
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| 131 | } |
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| 132 | |
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| 133 | // Now trigger the pending pass updates |
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| 134 | Pass::processPendingPassUpdates(); |
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| 135 | |
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| 136 | // NB this leaves the items present (but empty) |
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| 137 | // We're assuming that frame-by-frame, the same groups are likely to |
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| 138 | // be used, so no point destroying the vectors and incurring the overhead |
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| 139 | // that would cause, let them be destroyed in the destructor. |
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| 140 | } |
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| 141 | //----------------------------------------------------------------------- |
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| 142 | RenderQueue::QueueGroupIterator RenderQueue::_getQueueGroupIterator(void) |
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| 143 | { |
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| 144 | return QueueGroupIterator(mGroups.begin(), mGroups.end()); |
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| 145 | } |
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| 146 | //----------------------------------------------------------------------- |
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| 147 | void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID) |
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| 148 | { |
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| 149 | addRenderable(pRend, groupID, mDefaultRenderablePriority); |
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| 150 | } |
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| 151 | //----------------------------------------------------------------------- |
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| 152 | void RenderQueue::addRenderable(Renderable* pRend) |
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| 153 | { |
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| 154 | addRenderable(pRend, mDefaultQueueGroup, mDefaultRenderablePriority); |
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| 155 | } |
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| 156 | //----------------------------------------------------------------------- |
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| 157 | uint8 RenderQueue::getDefaultQueueGroup(void) const |
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| 158 | { |
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| 159 | return mDefaultQueueGroup; |
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| 160 | } |
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| 161 | //----------------------------------------------------------------------- |
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| 162 | void RenderQueue::setDefaultQueueGroup(uint8 grp) |
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| 163 | { |
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| 164 | mDefaultQueueGroup = grp; |
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| 165 | } |
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| 166 | //----------------------------------------------------------------------- |
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| 167 | ushort RenderQueue::getDefaultRenderablePriority(void) const |
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| 168 | { |
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| 169 | return mDefaultRenderablePriority; |
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| 170 | } |
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| 171 | //----------------------------------------------------------------------- |
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| 172 | void RenderQueue::setDefaultRenderablePriority(ushort priority) |
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| 173 | { |
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| 174 | mDefaultRenderablePriority = priority; |
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| 175 | } |
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| 176 | |
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| 177 | |
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| 178 | //----------------------------------------------------------------------- |
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| 179 | RenderQueueGroup* RenderQueue::getQueueGroup(uint8 groupID) |
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| 180 | { |
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| 181 | // Find group |
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| 182 | RenderQueueGroupMap::iterator groupIt; |
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| 183 | RenderQueueGroup* pGroup; |
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| 184 | |
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| 185 | groupIt = mGroups.find(groupID); |
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| 186 | if (groupIt == mGroups.end()) |
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| 187 | { |
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| 188 | // Insert new |
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| 189 | pGroup = new RenderQueueGroup(this, |
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| 190 | mSplitPassesByLightingType, |
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| 191 | mSplitNoShadowPasses, |
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| 192 | mShadowCastersCannotBeReceivers); |
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| 193 | mGroups.insert(RenderQueueGroupMap::value_type(groupID, pGroup)); |
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| 194 | } |
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| 195 | else |
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| 196 | { |
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| 197 | pGroup = groupIt->second; |
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| 198 | } |
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| 199 | |
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| 200 | return pGroup; |
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| 201 | |
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| 202 | } |
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| 203 | //----------------------------------------------------------------------- |
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| 204 | void RenderQueue::setSplitPassesByLightingType(bool split) |
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| 205 | { |
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| 206 | mSplitPassesByLightingType = split; |
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| 207 | |
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| 208 | RenderQueueGroupMap::iterator i, iend; |
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| 209 | i = mGroups.begin(); |
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| 210 | iend = mGroups.end(); |
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| 211 | for (; i != iend; ++i) |
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| 212 | { |
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| 213 | i->second->setSplitPassesByLightingType(split); |
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| 214 | } |
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| 215 | } |
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| 216 | //----------------------------------------------------------------------- |
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| 217 | void RenderQueue::setSplitNoShadowPasses(bool split) |
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| 218 | { |
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| 219 | mSplitNoShadowPasses = split; |
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| 220 | |
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| 221 | RenderQueueGroupMap::iterator i, iend; |
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| 222 | i = mGroups.begin(); |
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| 223 | iend = mGroups.end(); |
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| 224 | for (; i != iend; ++i) |
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| 225 | { |
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| 226 | i->second->setSplitNoShadowPasses(split); |
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| 227 | } |
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| 228 | } |
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| 229 | //----------------------------------------------------------------------- |
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| 230 | void RenderQueue::setShadowCastersCannotBeReceivers(bool ind) |
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| 231 | { |
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| 232 | mShadowCastersCannotBeReceivers = ind; |
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| 233 | |
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| 234 | RenderQueueGroupMap::iterator i, iend; |
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| 235 | i = mGroups.begin(); |
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| 236 | iend = mGroups.end(); |
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| 237 | for (; i != iend; ++i) |
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| 238 | { |
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| 239 | i->second->setShadowCastersCannotBeReceivers(ind); |
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| 240 | } |
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| 241 | } |
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| 242 | |
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| 243 | } |
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| 244 | |
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