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 | |
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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, |
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558 | ie ambient, per-light and decal. |
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559 | */ |
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560 | void setSplitPassesByLightingType(bool split) |
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561 | { |
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562 | mSplitPassesByLightingType = split; |
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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 |
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572 | techniques are used. |
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573 | */ |
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574 | void setSplitNoShadowPasses(bool split) |
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575 | { |
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576 | mSplitNoShadowPasses = split; |
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577 | PriorityMap::iterator i, iend; |
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578 | iend = mPriorityGroups.end(); |
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579 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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580 | { |
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581 | i->second->setSplitNoShadowPasses(split); |
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582 | } |
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583 | } |
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584 | /** Sets whether or not objects which cast shadows should be treated as |
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585 | never receiving shadows. |
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586 | */ |
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587 | void setShadowCastersCannotBeReceivers(bool ind) |
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588 | { |
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589 | mShadowCastersNotReceivers = ind; |
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590 | PriorityMap::iterator i, iend; |
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591 | iend = mPriorityGroups.end(); |
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592 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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593 | { |
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594 | i->second->setShadowCastersCannotBeReceivers(ind); |
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595 | } |
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596 | } |
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597 | /** Reset the organisation modes required for the solids in this group. |
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598 | @remarks |
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599 | You can only do this when the group is empty, ie after clearing the |
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600 | queue. |
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601 | @see QueuedRenderableCollection::OrganisationMode |
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602 | */ |
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603 | void resetOrganisationModes(void) |
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604 | { |
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605 | PriorityMap::iterator i, iend; |
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606 | iend = mPriorityGroups.end(); |
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607 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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608 | { |
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609 | i->second->resetOrganisationModes(); |
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610 | } |
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611 | } |
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612 | |
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613 | /** Add a required sorting / grouping mode for the solids in this group. |
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614 | @remarks |
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615 | You can only do this when the group is empty, ie after clearing the |
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616 | queue. |
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617 | @see QueuedRenderableCollection::OrganisationMode |
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618 | */ |
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619 | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
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620 | { |
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621 | PriorityMap::iterator i, iend; |
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622 | iend = mPriorityGroups.end(); |
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623 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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624 | { |
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625 | i->second->addOrganisationMode(om); |
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626 | } |
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627 | } |
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628 | |
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629 | /** Setthe sorting / grouping mode for the solids in this group to the default. |
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630 | @remarks |
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631 | You can only do this when the group is empty, ie after clearing the |
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632 | queue. |
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633 | @see QueuedRenderableCollection::OrganisationMode |
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634 | */ |
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635 | void defaultOrganisationMode(void) |
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636 | { |
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637 | PriorityMap::iterator i, iend; |
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638 | iend = mPriorityGroups.end(); |
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639 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
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640 | { |
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641 | i->second->defaultOrganisationMode(); |
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642 | } |
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643 | } |
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644 | |
---|
645 | }; |
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646 | |
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647 | |
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648 | |
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649 | } |
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650 | |
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651 | #endif |
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652 | |
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653 | |
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