| 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 |  | 
|---|
| 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, | 
|---|
| 558 |         ie ambient, per-light and decal.  | 
|---|
| 559 |         */ | 
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| 560 |         void setSplitPassesByLightingType(bool split) | 
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| 561 |         { | 
|---|
| 562 |             mSplitPassesByLightingType = split; | 
|---|
| 563 |             PriorityMap::iterator i, iend; | 
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| 564 |             iend = mPriorityGroups.end(); | 
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| 565 |             for (i = mPriorityGroups.begin(); i != iend; ++i) | 
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| 566 |             { | 
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| 567 |                 i->second->setSplitPassesByLightingType(split); | 
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| 568 |             } | 
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| 569 |         } | 
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| 570 |         /** Sets whether or not the queue will split passes which have shadow receive | 
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| 571 |         turned off (in their parent material), which is needed when certain shadow | 
|---|
| 572 |         techniques are used. | 
|---|
| 573 |         */ | 
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| 574 |         void setSplitNoShadowPasses(bool split) | 
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| 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 |                 */ | 
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| 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 |  | 
|---|