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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreRenderQueue.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 12.7 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __RenderQueue_H__
29#define __RenderQueue_H__
30
31#include "OgrePrerequisites.h"
32#include "OgreIteratorWrappers.h"
33#include "OgreHeaderPrefix.h"
34
35namespace Ogre {
36
37        class Camera;
38        class MovableObject;
39        struct VisibleObjectsBoundsInfo;
40
41        /** \addtogroup Core
42        *  @{
43        */
44        /** \addtogroup RenderSystem
45        *  @{
46        */
47        /** Enumeration of queue groups, by which the application may group queued renderables
48        so that they are rendered together with events in between
49        @remarks
50                When passed into methods these are actually passed as a uint8 to allow you
51                to use values in between if you want to.
52    */
53    enum RenderQueueGroupID
54    {
55        /// Use this queue for objects which must be rendered first e.g. backgrounds
56        RENDER_QUEUE_BACKGROUND = 0,
57        /// First queue (after backgrounds), used for skyboxes if rendered first
58        RENDER_QUEUE_SKIES_EARLY = 5,
59        RENDER_QUEUE_1 = 10,
60        RENDER_QUEUE_2 = 20,
61                RENDER_QUEUE_WORLD_GEOMETRY_1 = 25,
62        RENDER_QUEUE_3 = 30,
63        RENDER_QUEUE_4 = 40,
64                /// The default render queue
65        RENDER_QUEUE_MAIN = 50,
66        RENDER_QUEUE_6 = 60,
67        RENDER_QUEUE_7 = 70,
68                RENDER_QUEUE_WORLD_GEOMETRY_2 = 75,
69        RENDER_QUEUE_8 = 80,
70        RENDER_QUEUE_9 = 90,
71        /// Penultimate queue(before overlays), used for skyboxes if rendered last
72        RENDER_QUEUE_SKIES_LATE = 95,
73        /// Use this queue for objects which must be rendered last e.g. overlays
74        RENDER_QUEUE_OVERLAY = 100, 
75                /// Final possible render queue, don't exceed this
76                RENDER_QUEUE_MAX = 105
77    };
78
79    #define OGRE_RENDERABLE_DEFAULT_PRIORITY  100
80
81    /** Class to manage the scene object rendering queue.
82        @remarks
83            Objects are grouped by material to minimise rendering state changes. The map from
84            material to renderable object is wrapped in a class for ease of use.
85        @par
86            This class now includes the concept of 'queue groups' which allows the application
87            adding the renderable to specifically schedule it so that it is included in
88            a discrete group. Good for separating renderables into the main scene,
89            backgrounds and overlays, and also could be used in the future for more
90            complex multipass routines like stenciling.
91    */
92    class _OgreExport RenderQueue : public RenderQueueAlloc
93    {
94    public:
95
96        typedef map< uint8, RenderQueueGroup* >::type RenderQueueGroupMap;
97        /// Iterator over queue groups
98        typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator;
99        typedef ConstMapIterator<RenderQueueGroupMap> ConstQueueGroupIterator;
100
101                /** Class to listen in on items being added to the render queue.
102                @remarks
103                        Use RenderQueue::setRenderableListener to get callbacks when an item
104                        is added to the render queue.
105                */
106                class _OgreExport RenderableListener
107                {
108                public:
109                        RenderableListener() {}
110                        virtual ~RenderableListener() {}
111
112                        /** Method called when a Renderable is added to the queue.
113                        @remarks
114                                You can use this event hook to alter the Technique used to
115                                render a Renderable as the item is added to the queue. This is
116                                a low-level way to override the material settings for a given
117                                Renderable on the fly.
118                        @param rend The Renderable being added to the queue
119                        @param groupID The render queue group this Renderable is being added to
120                        @param priority The priority the Renderable has been given
121                        @param ppTech A pointer to the pointer to the Technique that is
122                                intended to be used; you can alter this to an alternate Technique
123                                if you so wish (the Technique doesn't have to be from the same
124                                Material either).
125                        @param pQueue Pointer to the render queue that this object is being
126                                added to. You can for example call this back to duplicate the
127                                object with a different technique
128                        @return true to allow the Renderable to be added to the queue,
129                                false if you want to prevent it being added
130                        */
131                        virtual bool renderableQueued(Renderable* rend, uint8 groupID, 
132                                ushort priority, Technique** ppTech, RenderQueue* pQueue) = 0;
133                };
134    protected:
135        RenderQueueGroupMap mGroups;
136        /// The current default queue group
137        uint8 mDefaultQueueGroup;
138        /// The default priority
139        ushort mDefaultRenderablePriority;
140
141        bool mSplitPassesByLightingType;
142        bool mSplitNoShadowPasses;
143                bool mShadowCastersCannotBeReceivers;
144
145                RenderableListener* mRenderableListener;
146    public:
147        RenderQueue();
148        virtual ~RenderQueue();
149
150        /** Empty the queue - should only be called by SceneManagers.
151                @param destroyPassMaps Set to true to destroy all pass maps so that
152                        the queue is completely clean (useful when switching scene managers)
153        */
154        void clear(bool destroyPassMaps = false);
155
156                /** Get a render queue group.
157                @remarks
158                        OGRE registers new queue groups as they are requested,
159                        therefore this method will always return a valid group.
160                */
161                RenderQueueGroup* getQueueGroup(uint8 qid);
162
163        /** Add a renderable object to the queue.
164        @remarks
165            This methods adds a Renderable to the queue, which will be rendered later by
166            the SceneManager. This is the advanced version of the call which allows the renderable
167            to be added to any queue.
168        @note
169            Called by implementation of MovableObject::_updateRenderQueue.
170        @param
171            pRend Pointer to the Renderable to be added to the queue
172        @param
173            groupID The group the renderable is to be added to. This
174            can be used to schedule renderable objects in separate groups such that the SceneManager
175            respects the divisions between the groupings and does not reorder them outside these
176            boundaries. This can be handy for overlays where no matter what you want the overlay to
177            be rendered last.
178        @param
179            priority Controls the priority of the renderable within the queue group. If this number
180            is raised, the renderable will be rendered later in the group compared to it's peers.
181            Don't use this unless you really need to, manually ordering renderables prevents OGRE
182            from sorting them for best efficiency. However this could be useful for ordering 2D
183            elements manually for example.
184        */
185        void addRenderable(Renderable* pRend, uint8 groupID, ushort priority);
186
187        /** Add a renderable object to the queue.
188        @remarks
189            This methods adds a Renderable to the queue, which will be rendered later by
190            the SceneManager. This is the simplified version of the call which does not
191            require a priority to be specified. The queue priority is take from the
192            current default (see setDefaultRenderablePriority).
193        @note
194            Called by implementation of MovableObject::_updateRenderQueue.
195        @param pRend
196            Pointer to the Renderable to be added to the queue
197                @param groupId
198            The group the renderable is to be added to. This
199            can be used to schedule renderable objects in separate groups such that the SceneManager
200            respects the divisions between the groupings and does not reorder them outside these
201            boundaries. This can be handy for overlays where no matter what you want the overlay to
202            be rendered last.
203        */
204        void addRenderable(Renderable* pRend, uint8 groupId);
205
206        /** Add a renderable object to the queue.
207        @remarks
208            This methods adds a Renderable to the queue, which will be rendered later by
209            the SceneManager. This is the simplified version of the call which does not
210            require a queue or priority to be specified. The queue group is taken from the
211            current default (see setDefaultQueueGroup).  The queue priority is take from the
212            current default (see setDefaultRenderablePriority).
213        @note
214            Called by implementation of MovableObject::_updateRenderQueue.
215        @param
216            pRend Pointer to the Renderable to be added to the queue
217        */
218        void addRenderable(Renderable* pRend);
219       
220        /** Gets the current default queue group, which will be used for all renderable which do not
221            specify which group they wish to be on.
222        */
223        uint8 getDefaultQueueGroup(void) const;
224
225        /** Sets the current default renderable priority,
226            which will be used for all renderables which do not
227            specify which priority they wish to use.
228        */
229        void setDefaultRenderablePriority(ushort priority);
230
231        /** Gets the current default renderable priority, which will be used for all renderables which do not
232            specify which priority they wish to use.
233        */
234        ushort getDefaultRenderablePriority(void) const;
235
236        /** Sets the current default queue group, which will be used for all renderable which do not
237            specify which group they wish to be on. See the enum RenderQueueGroupID for what kind of
238                        values can be used here.
239        */
240        void setDefaultQueueGroup(uint8 grp);
241       
242        /** Internal method, returns an iterator for the queue groups. */
243        QueueGroupIterator _getQueueGroupIterator(void);
244        ConstQueueGroupIterator _getQueueGroupIterator(void) const;
245
246        /** Sets whether or not the queue will split passes by their lighting type,
247            ie ambient, per-light and decal.
248        */
249        void setSplitPassesByLightingType(bool split);
250
251        /** Gets whether or not the queue will split passes by their lighting type,
252            ie ambient, per-light and decal.
253        */
254        bool getSplitPassesByLightingType(void) const;
255
256        /** Sets whether or not the queue will split passes which have shadow receive
257        turned off (in their parent material), which is needed when certain shadow
258        techniques are used.
259        */
260        void setSplitNoShadowPasses(bool split);
261
262        /** Gets whether or not the queue will split passes which have shadow receive
263        turned off (in their parent material), which is needed when certain shadow
264        techniques are used.
265        */
266        bool getSplitNoShadowPasses(void) const;
267
268                /** Sets whether or not objects which cast shadows should be treated as
269                never receiving shadows.
270                */
271                void setShadowCastersCannotBeReceivers(bool ind);
272
273                /** Gets whether or not objects which cast shadows should be treated as
274                never receiving shadows.
275                */
276                bool getShadowCastersCannotBeReceivers(void) const;
277
278                /** Set a renderable listener on the queue.
279                @remarks
280                        There can only be a single renderable listener on the queue, since
281                        that listener has complete control over the techniques in use.
282                */
283                void setRenderableListener(RenderableListener* listener)
284                { mRenderableListener = listener; }
285
286                RenderableListener* getRenderableListener(void) const
287                { return mRenderableListener; }
288
289                /** Merge render queue.
290                */
291                void merge( const RenderQueue* rhs );
292                /** Utility method to perform the standard actions associated with
293                        getting a visible object to add itself to the queue. This is
294                        a replacement for SceneManager implementations of the associated
295                        tasks related to calling MovableObject::_updateRenderQueue.
296                */
297                void processVisibleObject(MovableObject* mo, 
298                        Camera* cam, 
299                        bool onlyShadowCasters, 
300                        VisibleObjectsBoundsInfo* visibleBounds);
301
302    };
303
304        /** @} */
305        /** @} */
306
307}
308
309#include "OgreHeaderSuffix.h"
310
311#endif
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