| 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) 2000-2005 The OGRE Team | 
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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 __RenderQueueInvocation_H__ | 
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| 30 | #define __RenderQueueInvocation_H__ | 
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| 31 |  | 
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| 32 | #include "OgrePrerequisites.h" | 
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| 33 | #include "OgreRenderQueueSortingGrouping.h" | 
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| 34 | #include "OgreIteratorWrappers.h" | 
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| 35 |  | 
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| 36 | namespace Ogre { | 
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| 37 |  | 
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| 38 |         /** Class representing the invocation of queue groups in a RenderQueue. | 
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| 39 |         @remarks | 
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| 40 |                 The default behaviour for OGRE's render queue is to render each queue | 
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| 41 |                 group in turn, dealing with shadows automatically, and rendering solids | 
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| 42 |                 in grouped passes, followed by transparent objects in descending order. | 
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| 43 |                 This class, together with RenderQueueInvocationSequence and the ability | 
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| 44 |                 to associate one with a Viewport, allows you to change that behaviour | 
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| 45 |                 and render queue groups in arbitrary sequence, repeatedly, and to skip | 
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| 46 |                 shadows, change the ordering of solids, or even prevent OGRE controlling | 
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| 47 |                 the render state during a particular invocation for special effects. | 
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| 48 |         @par | 
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| 49 |                 Note that whilst you can change the ordering of rendering solids, you  | 
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| 50 |                 can't change the ordering on transparent objects, since to do this would | 
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| 51 |                 cause them to render incorrectly. | 
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| 52 |         @par | 
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| 53 |                 As well as using this class directly and using the options it provides you | 
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| 54 |                 with, you can also provide subclasses of it to a  | 
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| 55 |                 RenderQueueInvocationSequence instance if you want to gain ultimate control. | 
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| 56 |         @note | 
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| 57 |                 Invocations will be skipped if there are scene-level options preventing | 
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| 58 |                 them being rendered - for example special-case render queues and | 
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| 59 |                 render queue listeners that dictate this. | 
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| 60 |         */ | 
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| 61 |         class _OgreExport RenderQueueInvocation | 
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| 62 |         { | 
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| 63 |         protected: | 
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| 64 |                 /// Target queue group | 
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| 65 |                 uint8 mRenderQueueGroupID; | 
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| 66 |                 /// Invocation identifier - used in listeners | 
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| 67 |                 String mInvocationName; | 
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| 68 |                 /// Solids ordering mode | 
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| 69 |                 QueuedRenderableCollection::OrganisationMode mSolidsOrganisation; | 
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| 70 |                 /// Suppress shadows processing in this invocation? | 
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| 71 |                 bool mSuppressShadows; | 
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| 72 |                 /// Suppress OGRE's render state management? | 
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| 73 |                 bool mSuppressRenderStateChanges; | 
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| 74 |         public: | 
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| 75 |                 /** Constructor | 
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| 76 |                 @param renderQueueGroupID ID of the queue this will target | 
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| 77 |                 @param invocationName Optional name to uniquely identify this | 
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| 78 |                         invocation from others in a RenderQueueListener | 
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| 79 |                 */ | 
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| 80 |                 RenderQueueInvocation(uint8 renderQueueGroupID,  | 
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| 81 |                         const String& invocationName = StringUtil::BLANK); | 
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| 82 |                 virtual ~RenderQueueInvocation(); | 
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| 83 |  | 
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| 84 |                 /// Get the render queue group id | 
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| 85 |                 virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; } | 
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| 86 |  | 
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| 87 |                 /// Get the invocation name (may be blank if not set by creator) | 
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| 88 |                 virtual const String& getInvocationName(void) const { return mInvocationName; } | 
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| 89 |  | 
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| 90 |                 /** Set the organisation mode being used for solids in this queue group | 
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| 91 |                 invocation. | 
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| 92 |                 */ | 
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| 93 |                 virtual void setSolidsOrganisation( | 
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| 94 |                         QueuedRenderableCollection::OrganisationMode org)   | 
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| 95 |                 { mSolidsOrganisation = org; } | 
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| 96 |  | 
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| 97 |                 /** Get the organisation mode being used for solids in this queue group | 
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| 98 |                         invocation. | 
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| 99 |                 */ | 
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| 100 |                 virtual QueuedRenderableCollection::OrganisationMode | 
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| 101 |                         getSolidsOrganisation(void) const { return mSolidsOrganisation; } | 
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| 102 |  | 
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| 103 |                 /** Sets whether shadows are suppressed when invoking this queue.  | 
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| 104 |                 @remarks | 
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| 105 |                         When doing effects you often will want to suppress shadow processing | 
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| 106 |                         if shadows will already have been done by a previous render. | 
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| 107 |                 */ | 
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| 108 |                 virtual void setSuppressShadows(bool suppress)  | 
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| 109 |                 { mSuppressShadows =  suppress; } | 
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| 110 |  | 
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| 111 |                 /** Gets whether shadows are suppressed when invoking this queue.  | 
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| 112 |                 */ | 
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| 113 |                 virtual bool getSuppressShadows(void) const { return mSuppressShadows; } | 
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| 114 |  | 
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| 115 |                 /** Sets whether render state changes are suppressed when invoking this queue.  | 
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| 116 |                 @remarks | 
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| 117 |                         When doing special effects you may want to set up render state yourself | 
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| 118 |                         and have it apply for the entire rendering of a queue. In that case,  | 
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| 119 |                         you should call this method with a parameter of 'true', and use a | 
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| 120 |                         RenderQueueListener to set the render state directly on RenderSystem | 
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| 121 |                         yourself before the invocation. | 
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| 122 |                 @par | 
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| 123 |                         Suppressing render state changes is only intended for advanced use,  | 
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| 124 |                         don't use it if you're unsure of the effect. The only RenderSystem | 
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| 125 |                         calls made are to set the world matrix for each object (note -  | 
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| 126 |                         view an projection matrices are NOT SET - they are under your control)  | 
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| 127 |                         and to render the object; it is up to the caller to do everything else,  | 
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| 128 |                         including enabling any vertex / fragment programs and updating their  | 
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| 129 |                         parameter state, and binding parameters to the RenderSystem. | 
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| 130 |                         We advise you use a RenderQueueListener in order to get a notification | 
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| 131 |                         when this invocation is going to happen (use an invocation name to | 
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| 132 |                         identify it if you like), at which point you can set the state you | 
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| 133 |                         need to apply before the objects are rendered. | 
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| 134 |                 */ | 
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| 135 |                 virtual void setSuppressRenderStateChanges(bool suppress)  | 
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| 136 |                 { mSuppressRenderStateChanges =  suppress; } | 
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| 137 |  | 
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| 138 |                 /** Gets whether shadows are suppressed when invoking this queue.  | 
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| 139 |                 */ | 
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| 140 |                 virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; } | 
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| 141 |  | 
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| 142 |                 /** Invoke this class on a concrete queue group. | 
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| 143 |                 @remarks | 
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| 144 |                         Implementation will send the queue group to the target scene manager | 
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| 145 |                         after doing what it needs to do. | 
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| 146 |                 */ | 
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| 147 |                 virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager); | 
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| 148 |  | 
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| 149 |                 /// Invocation identifier for shadows | 
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| 150 |                 static String RENDER_QUEUE_INVOCATION_SHADOWS; | 
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| 151 |         }; | 
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| 152 |  | 
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| 153 |  | 
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| 154 |         /// List of RenderQueueInvocations | 
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| 155 |         typedef std::vector<RenderQueueInvocation*> RenderQueueInvocationList; | 
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| 156 |         typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator; | 
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| 157 |  | 
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| 158 |         /** Class to hold a linear sequence of RenderQueueInvocation objects.  | 
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| 159 |         @remarks | 
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| 160 |                 This is just a simple data holder class which contains a list of  | 
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| 161 |                 RenderQueueInvocation objects representing the sequence of invocations | 
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| 162 |                 made for a viewport. It's only real purpose is to ensure that  | 
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| 163 |                 RenderQueueInvocation instances are deleted on shudown, since you can | 
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| 164 |                 provide your own subclass instances on RenderQueueInvocation. Remember | 
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| 165 |                 that any invocation instances you give to this class will be deleted | 
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| 166 |                 by it when it is cleared / destroyed. | 
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| 167 |         */ | 
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| 168 |         class _OgreExport RenderQueueInvocationSequence | 
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| 169 |         { | 
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| 170 |         protected: | 
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| 171 |                 String mName; | 
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| 172 |                 RenderQueueInvocationList mInvocations; | 
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| 173 |         public: | 
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| 174 |                 RenderQueueInvocationSequence(const String& name); | 
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| 175 |                 virtual ~RenderQueueInvocationSequence(); | 
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| 176 |  | 
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| 177 |                 /** Get the name of this sequence. */ | 
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| 178 |                 const String& getName(void) const { return mName; } | 
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| 179 |  | 
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| 180 |                 /** Add a standard invocation to the sequence. | 
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| 181 |                 @param renderQueueGroupID The ID of the render queue group | 
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| 182 |                 @param invocationName Optional name to identify the invocation, useful | 
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| 183 |                         for listeners if a single queue group is invoked more than once | 
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| 184 |                 @returns A new RenderQueueInvocatin instance which you may customise | 
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| 185 |                 */ | 
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| 186 |                 RenderQueueInvocation* add(uint8 renderQueueGroupID,  | 
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| 187 |                         const String& invocationName); | 
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| 188 |  | 
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| 189 |                 /** Add a custom invocation to the sequence. | 
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| 190 |                 @remarks | 
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| 191 |                         Use this to add your own custom subclasses of RenderQueueInvocation | 
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| 192 |                         to the sequence; just remember that this class takes ownership of | 
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| 193 |                         deleting this pointer when it is cleared / destroyed. | 
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| 194 |                 */ | 
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| 195 |                 void add(RenderQueueInvocation* i); | 
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| 196 |  | 
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| 197 |                 /** Get the number of invocations in this sequence. */ | 
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| 198 |                 size_t size(void) const { return mInvocations.size(); } | 
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| 199 |  | 
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| 200 |                 /** Clear and delete all invocations in this sequence. */ | 
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| 201 |                 void clear(void); | 
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| 202 |  | 
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| 203 |                 /** Gets the details of an invocation at a given index. */ | 
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| 204 |                 RenderQueueInvocation* get(size_t index); | 
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| 205 |  | 
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| 206 |                 /** Removes (and deletes) an invocation by index. */ | 
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| 207 |                 void remove(size_t index); | 
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| 208 |  | 
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| 209 |                 /** Get an iterator over the invocations. */ | 
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| 210 |                 RenderQueueInvocationIterator iterator(void); | 
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| 211 |  | 
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| 212 |  | 
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| 213 |         }; | 
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| 214 |  | 
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| 215 | } | 
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| 216 |  | 
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| 217 | #endif | 
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| 218 |  | 
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