1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org/ |
---|
6 | |
---|
7 | Copyright (c) 2000-2005 The OGRE Team |
---|
8 | Also see acknowledgements in Readme.html |
---|
9 | |
---|
10 | This program is free software; you can redistribute it and/or modify it under |
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software |
---|
12 | Foundation; either version 2 of the License, or (at your option) any later |
---|
13 | version. |
---|
14 | |
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT |
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
---|
18 | |
---|
19 | You should have received a copy of the GNU Lesser General Public License along with |
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
---|
22 | http://www.gnu.org/copyleft/lesser.txt. |
---|
23 | |
---|
24 | You may alternatively use this source under the terms of a specific version of |
---|
25 | the OGRE Unrestricted License provided you have obtained such a license from |
---|
26 | Torus Knot Software Ltd. |
---|
27 | ----------------------------------------------------------------------------- |
---|
28 | */ |
---|
29 | #ifndef __RenderQueueInvocation_H__ |
---|
30 | #define __RenderQueueInvocation_H__ |
---|
31 | |
---|
32 | #include "OgrePrerequisites.h" |
---|
33 | #include "OgreRenderQueueSortingGrouping.h" |
---|
34 | #include "OgreIteratorWrappers.h" |
---|
35 | |
---|
36 | namespace Ogre { |
---|
37 | |
---|
38 | /** Class representing the invocation of queue groups in a RenderQueue. |
---|
39 | @remarks |
---|
40 | The default behaviour for OGRE's render queue is to render each queue |
---|
41 | group in turn, dealing with shadows automatically, and rendering solids |
---|
42 | in grouped passes, followed by transparent objects in descending order. |
---|
43 | This class, together with RenderQueueInvocationSequence and the ability |
---|
44 | to associate one with a Viewport, allows you to change that behaviour |
---|
45 | and render queue groups in arbitrary sequence, repeatedly, and to skip |
---|
46 | shadows, change the ordering of solids, or even prevent OGRE controlling |
---|
47 | the render state during a particular invocation for special effects. |
---|
48 | @par |
---|
49 | Note that whilst you can change the ordering of rendering solids, you |
---|
50 | can't change the ordering on transparent objects, since to do this would |
---|
51 | cause them to render incorrectly. |
---|
52 | @par |
---|
53 | As well as using this class directly and using the options it provides you |
---|
54 | with, you can also provide subclasses of it to a |
---|
55 | RenderQueueInvocationSequence instance if you want to gain ultimate control. |
---|
56 | @note |
---|
57 | Invocations will be skipped if there are scene-level options preventing |
---|
58 | them being rendered - for example special-case render queues and |
---|
59 | render queue listeners that dictate this. |
---|
60 | */ |
---|
61 | class _OgreExport RenderQueueInvocation |
---|
62 | { |
---|
63 | protected: |
---|
64 | /// Target queue group |
---|
65 | uint8 mRenderQueueGroupID; |
---|
66 | /// Invocation identifier - used in listeners |
---|
67 | String mInvocationName; |
---|
68 | /// Solids ordering mode |
---|
69 | QueuedRenderableCollection::OrganisationMode mSolidsOrganisation; |
---|
70 | /// Suppress shadows processing in this invocation? |
---|
71 | bool mSuppressShadows; |
---|
72 | /// Suppress OGRE's render state management? |
---|
73 | bool mSuppressRenderStateChanges; |
---|
74 | public: |
---|
75 | /** Constructor |
---|
76 | @param renderQueueGroupID ID of the queue this will target |
---|
77 | @param invocationName Optional name to uniquely identify this |
---|
78 | invocation from others in a RenderQueueListener |
---|
79 | */ |
---|
80 | RenderQueueInvocation(uint8 renderQueueGroupID, |
---|
81 | const String& invocationName = StringUtil::BLANK); |
---|
82 | virtual ~RenderQueueInvocation(); |
---|
83 | |
---|
84 | /// Get the render queue group id |
---|
85 | virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; } |
---|
86 | |
---|
87 | /// Get the invocation name (may be blank if not set by creator) |
---|
88 | virtual const String& getInvocationName(void) const { return mInvocationName; } |
---|
89 | |
---|
90 | /** Set the organisation mode being used for solids in this queue group |
---|
91 | invocation. |
---|
92 | */ |
---|
93 | virtual void setSolidsOrganisation( |
---|
94 | QueuedRenderableCollection::OrganisationMode org) |
---|
95 | { mSolidsOrganisation = org; } |
---|
96 | |
---|
97 | /** Get the organisation mode being used for solids in this queue group |
---|
98 | invocation. |
---|
99 | */ |
---|
100 | virtual QueuedRenderableCollection::OrganisationMode |
---|
101 | getSolidsOrganisation(void) const { return mSolidsOrganisation; } |
---|
102 | |
---|
103 | /** Sets whether shadows are suppressed when invoking this queue. |
---|
104 | @remarks |
---|
105 | When doing effects you often will want to suppress shadow processing |
---|
106 | if shadows will already have been done by a previous render. |
---|
107 | */ |
---|
108 | virtual void setSuppressShadows(bool suppress) |
---|
109 | { mSuppressShadows = suppress; } |
---|
110 | |
---|
111 | /** Gets whether shadows are suppressed when invoking this queue. |
---|
112 | */ |
---|
113 | virtual bool getSuppressShadows(void) const { return mSuppressShadows; } |
---|
114 | |
---|
115 | /** Sets whether render state changes are suppressed when invoking this queue. |
---|
116 | @remarks |
---|
117 | When doing special effects you may want to set up render state yourself |
---|
118 | and have it apply for the entire rendering of a queue. In that case, |
---|
119 | you should call this method with a parameter of 'true', and use a |
---|
120 | RenderQueueListener to set the render state directly on RenderSystem |
---|
121 | yourself before the invocation. |
---|
122 | @par |
---|
123 | Suppressing render state changes is only intended for advanced use, |
---|
124 | don't use it if you're unsure of the effect. The only RenderSystem |
---|
125 | calls made are to set the world matrix for each object (note - |
---|
126 | view an projection matrices are NOT SET - they are under your control) |
---|
127 | and to render the object; it is up to the caller to do everything else, |
---|
128 | including enabling any vertex / fragment programs and updating their |
---|
129 | parameter state, and binding parameters to the RenderSystem. |
---|
130 | We advise you use a RenderQueueListener in order to get a notification |
---|
131 | when this invocation is going to happen (use an invocation name to |
---|
132 | identify it if you like), at which point you can set the state you |
---|
133 | need to apply before the objects are rendered. |
---|
134 | */ |
---|
135 | virtual void setSuppressRenderStateChanges(bool suppress) |
---|
136 | { mSuppressRenderStateChanges = suppress; } |
---|
137 | |
---|
138 | /** Gets whether shadows are suppressed when invoking this queue. |
---|
139 | */ |
---|
140 | virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; } |
---|
141 | |
---|
142 | /** Invoke this class on a concrete queue group. |
---|
143 | @remarks |
---|
144 | Implementation will send the queue group to the target scene manager |
---|
145 | after doing what it needs to do. |
---|
146 | */ |
---|
147 | virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager); |
---|
148 | |
---|
149 | /// Invocation identifier for shadows |
---|
150 | static String RENDER_QUEUE_INVOCATION_SHADOWS; |
---|
151 | }; |
---|
152 | |
---|
153 | |
---|
154 | /// List of RenderQueueInvocations |
---|
155 | typedef std::vector<RenderQueueInvocation*> RenderQueueInvocationList; |
---|
156 | typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator; |
---|
157 | |
---|
158 | /** Class to hold a linear sequence of RenderQueueInvocation objects. |
---|
159 | @remarks |
---|
160 | This is just a simple data holder class which contains a list of |
---|
161 | RenderQueueInvocation objects representing the sequence of invocations |
---|
162 | made for a viewport. It's only real purpose is to ensure that |
---|
163 | RenderQueueInvocation instances are deleted on shudown, since you can |
---|
164 | provide your own subclass instances on RenderQueueInvocation. Remember |
---|
165 | that any invocation instances you give to this class will be deleted |
---|
166 | by it when it is cleared / destroyed. |
---|
167 | */ |
---|
168 | class _OgreExport RenderQueueInvocationSequence |
---|
169 | { |
---|
170 | protected: |
---|
171 | String mName; |
---|
172 | RenderQueueInvocationList mInvocations; |
---|
173 | public: |
---|
174 | RenderQueueInvocationSequence(const String& name); |
---|
175 | virtual ~RenderQueueInvocationSequence(); |
---|
176 | |
---|
177 | /** Get the name of this sequence. */ |
---|
178 | const String& getName(void) const { return mName; } |
---|
179 | |
---|
180 | /** Add a standard invocation to the sequence. |
---|
181 | @param renderQueueGroupID The ID of the render queue group |
---|
182 | @param invocationName Optional name to identify the invocation, useful |
---|
183 | for listeners if a single queue group is invoked more than once |
---|
184 | @returns A new RenderQueueInvocatin instance which you may customise |
---|
185 | */ |
---|
186 | RenderQueueInvocation* add(uint8 renderQueueGroupID, |
---|
187 | const String& invocationName); |
---|
188 | |
---|
189 | /** Add a custom invocation to the sequence. |
---|
190 | @remarks |
---|
191 | Use this to add your own custom subclasses of RenderQueueInvocation |
---|
192 | to the sequence; just remember that this class takes ownership of |
---|
193 | deleting this pointer when it is cleared / destroyed. |
---|
194 | */ |
---|
195 | void add(RenderQueueInvocation* i); |
---|
196 | |
---|
197 | /** Get the number of invocations in this sequence. */ |
---|
198 | size_t size(void) const { return mInvocations.size(); } |
---|
199 | |
---|
200 | /** Clear and delete all invocations in this sequence. */ |
---|
201 | void clear(void); |
---|
202 | |
---|
203 | /** Gets the details of an invocation at a given index. */ |
---|
204 | RenderQueueInvocation* get(size_t index); |
---|
205 | |
---|
206 | /** Removes (and deletes) an invocation by index. */ |
---|
207 | void remove(size_t index); |
---|
208 | |
---|
209 | /** Get an iterator over the invocations. */ |
---|
210 | RenderQueueInvocationIterator iterator(void); |
---|
211 | |
---|
212 | |
---|
213 | }; |
---|
214 | |
---|
215 | } |
---|
216 | |
---|
217 | #endif |
---|
218 | |
---|