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 __RenderQueue_H__ |
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30 | #define __RenderQueue_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreIteratorWrappers.h" |
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34 | |
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35 | namespace Ogre { |
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36 | |
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37 | /** Enumeration of queue groups, by which the application may group queued renderables |
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38 | so that they are rendered together with events in between |
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39 | @remarks |
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40 | When passed into methods these are actually passed as a uint8 to allow you |
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41 | to use values in between if you want to. |
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42 | */ |
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43 | enum RenderQueueGroupID |
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44 | { |
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45 | /// Use this queue for objects which must be rendered first e.g. backgrounds |
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46 | RENDER_QUEUE_BACKGROUND = 0, |
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47 | /// First queue (after backgrounds), used for skyboxes if rendered first |
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48 | RENDER_QUEUE_SKIES_EARLY = 5, |
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49 | RENDER_QUEUE_1 = 10, |
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50 | RENDER_QUEUE_2 = 20, |
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51 | RENDER_QUEUE_WORLD_GEOMETRY_1 = 25, |
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52 | RENDER_QUEUE_3 = 30, |
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53 | RENDER_QUEUE_4 = 40, |
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54 | /// The default render queue |
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55 | RENDER_QUEUE_MAIN = 50, |
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56 | RENDER_QUEUE_6 = 60, |
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57 | RENDER_QUEUE_7 = 70, |
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58 | RENDER_QUEUE_WORLD_GEOMETRY_2 = 75, |
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59 | RENDER_QUEUE_8 = 80, |
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60 | RENDER_QUEUE_9 = 90, |
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61 | /// Penultimate queue(before overlays), used for skyboxes if rendered last |
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62 | RENDER_QUEUE_SKIES_LATE = 95, |
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63 | /// Use this queue for objects which must be rendered last e.g. overlays |
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64 | RENDER_QUEUE_OVERLAY = 100, |
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65 | /// Final possible render queue, don't exceed this |
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66 | RENDER_QUEUE_MAX = 105 |
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67 | }; |
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68 | |
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69 | #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100 |
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70 | |
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71 | /** Class to manage the scene object rendering queue. |
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72 | @remarks |
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73 | Objects are grouped by material to minimise rendering state changes. The map from |
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74 | material to renderable object is wrapped in a class for ease of use. |
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75 | @par |
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76 | This class now includes the concept of 'queue groups' which allows the application |
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77 | adding the renderable to specifically schedule it so that it is included in |
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78 | a discrete group. Good for separating renderables into the main scene, |
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79 | backgrounds and overlays, and also could be used in the future for more |
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80 | complex multipass routines like stenciling. |
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81 | */ |
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82 | class _OgreExport RenderQueue |
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83 | { |
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84 | public: |
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85 | typedef std::map< uint8, RenderQueueGroup* > RenderQueueGroupMap; |
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86 | /// Iterator over queue groups |
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87 | typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator; |
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88 | /** Class to listen in on items being added to the render queue. |
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89 | @remarks |
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90 | Use RenderQueue::setRenderableListener to get callbacks when an item |
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91 | is added to the render queue. |
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92 | */ |
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93 | class _OgreExport RenderableListener |
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94 | { |
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95 | public: |
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96 | RenderableListener() {} |
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97 | virtual ~RenderableListener() {} |
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98 | |
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99 | /** Method called when a Renderable is added to the queue. |
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100 | @remarks |
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101 | You can use this event hook to alter the Technique used to |
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102 | render a Renderable as the item is added to the queue. This is |
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103 | a low-level way to override the material settings for a given |
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104 | Renderable on the fly. |
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105 | @param rend The Renderable being added to the queue |
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106 | @param groupID The render queue group this Renderable is being added to |
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107 | @param priority The priority the Renderable has been given |
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108 | @param ppTech A pointer to the pointer to the Technique that is |
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109 | intended to be used; you can alter this to an alternate Technique |
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110 | if you so wish (the Technique doesn't have to be from the same |
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111 | Material either). |
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112 | @returns true to allow the Renderable to be added to the queue, |
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113 | false if you want to prevent it being added |
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114 | */ |
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115 | virtual bool renderableQueued(Renderable* rend, uint8 groupID, |
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116 | ushort priority, Technique** ppTech) = 0; |
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117 | }; |
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118 | protected: |
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119 | RenderQueueGroupMap mGroups; |
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120 | /// The current default queue group |
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121 | uint8 mDefaultQueueGroup; |
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122 | /// The default priority |
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123 | ushort mDefaultRenderablePriority; |
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124 | |
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125 | bool mSplitPassesByLightingType; |
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126 | bool mSplitNoShadowPasses; |
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127 | bool mShadowCastersCannotBeReceivers; |
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128 | |
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129 | RenderableListener* mRenderableListener; |
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130 | public: |
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131 | RenderQueue(); |
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132 | virtual ~RenderQueue(); |
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133 | |
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134 | /** Empty the queue - should only be called by SceneManagers. |
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135 | @param destroyPassMaps Set to true to destroy all pass maps so that |
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136 | the queue is completely clean (useful when switching scene managers) |
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137 | */ |
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138 | void clear(bool destroyPassMaps = false); |
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139 | |
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140 | /** Get a render queue group. |
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141 | @remarks |
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142 | OGRE registers new queue groups as they are requested, |
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143 | therefore this method will always return a valid group. |
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144 | */ |
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145 | RenderQueueGroup* getQueueGroup(uint8 qid); |
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146 | |
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147 | /** Add a renderable object to the queue. |
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148 | @remarks |
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149 | This methods adds a Renderable to the queue, which will be rendered later by |
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150 | the SceneManager. This is the advanced version of the call which allows the renderable |
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151 | to be added to any queue. |
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152 | @note |
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153 | Called by implementation of MovableObject::_updateRenderQueue. |
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154 | @param |
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155 | pRend Pointer to the Renderable to be added to the queue |
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156 | @param |
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157 | groupID The group the renderable is to be added to. This |
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158 | can be used to schedule renderable objects in separate groups such that the SceneManager |
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159 | respects the divisions between the groupings and does not reorder them outside these |
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160 | boundaries. This can be handy for overlays where no matter what you want the overlay to |
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161 | be rendered last. |
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162 | @param |
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163 | priority Controls the priority of the renderable within the queue group. If this number |
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164 | is raised, the renderable will be rendered later in the group compared to it's peers. |
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165 | Don't use this unless you really need to, manually ordering renderables prevents OGRE |
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166 | from sorting them for best efficiency. However this could be useful for ordering 2D |
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167 | elements manually for example. |
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168 | */ |
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169 | void addRenderable(Renderable* pRend, uint8 groupID, ushort priority); |
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170 | |
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171 | /** Add a renderable object to the queue. |
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172 | @remarks |
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173 | This methods adds a Renderable to the queue, which will be rendered later by |
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174 | the SceneManager. This is the simplified version of the call which does not |
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175 | require a priority to be specified. The queue priority is take from the |
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176 | current default (see setDefaultRenderablePriority). |
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177 | @note |
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178 | Called by implementation of MovableObject::_updateRenderQueue. |
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179 | @param |
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180 | pRend Pointer to the Renderable to be added to the queue |
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181 | @param |
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182 | groupID The group the renderable is to be added to. This |
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183 | can be used to schedule renderable objects in separate groups such that the SceneManager |
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184 | respects the divisions between the groupings and does not reorder them outside these |
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185 | boundaries. This can be handy for overlays where no matter what you want the overlay to |
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186 | be rendered last. |
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187 | */ |
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188 | void addRenderable(Renderable* pRend, uint8 groupId); |
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189 | |
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190 | /** Add a renderable object to the queue. |
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191 | @remarks |
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192 | This methods adds a Renderable to the queue, which will be rendered later by |
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193 | the SceneManager. This is the simplified version of the call which does not |
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194 | require a queue or priority to be specified. The queue group is taken from the |
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195 | current default (see setDefaultQueueGroup). The queue priority is take from the |
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196 | current default (see setDefaultRenderablePriority). |
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197 | @note |
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198 | Called by implementation of MovableObject::_updateRenderQueue. |
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199 | @param |
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200 | pRend Pointer to the Renderable to be added to the queue |
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201 | */ |
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202 | void addRenderable(Renderable* pRend); |
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203 | |
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204 | /** Gets the current default queue group, which will be used for all renderable which do not |
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205 | specify which group they wish to be on. |
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206 | */ |
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207 | uint8 getDefaultQueueGroup(void) const; |
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208 | |
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209 | /** Sets the current default renderable priority, |
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210 | which will be used for all renderables which do not |
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211 | specify which priority they wish to use. |
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212 | */ |
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213 | void setDefaultRenderablePriority(ushort priority); |
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214 | |
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215 | /** Gets the current default renderable priority, which will be used for all renderables which do not |
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216 | specify which priority they wish to use. |
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217 | */ |
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218 | ushort getDefaultRenderablePriority(void) const; |
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219 | |
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220 | /** Sets the current default queue group, which will be used for all renderable which do not |
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221 | specify which group they wish to be on. |
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222 | */ |
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223 | void setDefaultQueueGroup(uint8 grp); |
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224 | |
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225 | /** Internal method, returns an iterator for the queue groups. */ |
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226 | QueueGroupIterator _getQueueGroupIterator(void); |
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227 | /** Sets whether or not the queue will split passes by their lighting type, |
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228 | ie ambient, per-light and decal. |
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229 | */ |
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230 | void setSplitPassesByLightingType(bool split); |
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231 | /** Sets whether or not the queue will split passes which have shadow receive |
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232 | turned off (in their parent material), which is needed when certain shadow |
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233 | techniques are used. |
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234 | */ |
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235 | void setSplitNoShadowPasses(bool split); |
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236 | /** Sets whether or not objects which cast shadows should be treated as |
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237 | never receiving shadows. |
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238 | */ |
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239 | void setShadowCastersCannotBeReceivers(bool ind); |
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240 | |
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241 | /** Set a renderable listener on the queue. |
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242 | @remarks |
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243 | There can only be a single renderable listener on the queue, since |
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244 | that listener has complete control over the techniques in use. |
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245 | */ |
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246 | void setRenderableListener(RenderableListener* listener) |
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247 | { mRenderableListener = listener; } |
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248 | |
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249 | RenderableListener* getRenderableListener(void) const |
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250 | { return mRenderableListener; } |
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251 | |
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252 | }; |
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253 | |
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254 | |
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255 | } |
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256 | |
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257 | |
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258 | #endif |
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